Render normals at each vertex

This commit is contained in:
Eryn Wells 2018-11-19 13:17:06 -07:00
parent bd696eac1c
commit c3cc0c7fe4
4 changed files with 70 additions and 29 deletions

View file

@ -20,7 +20,7 @@ typedef struct
{
float3 position [[attribute(VertexAttributePosition)]];
float3 normal [[attribute(VertexAttributeNormal)]];
float2 texCoord [[attribute(VertexAttributeTexcoord)]];
float2 texCoord [[attribute(VertexAttributeTexCoord)]];
} Vertex;
typedef struct
@ -65,17 +65,19 @@ fragment float4 fragmentShader(ColorInOut in [[stage_in]],
#pragma mark - Normal Shaders
vertex float4 normalVertexShader(constant float3 *positions [[buffer(BufferIndexMeshPositions)]],
constant float3 *normals [[buffer(BufferIndexNormals)]],
vertex float4 normalVertexShader(constant packed_float3 *positions [[buffer(BufferIndexMeshPositions)]],
constant packed_float3 *normals [[buffer(BufferIndexNormals)]],
constant Uniforms &uniforms [[buffer(BufferIndexUniforms)]],
uint instID [[instance_id]],
uint vertID [[vertex_id]])
{
float3 out = positions[instID];
float3 v = positions[instID];
if ( vertID == 1 )
{
out += normals[instID];
v += normals[instID];
}
return float4(out, 1.0);
float4 out = uniforms.projectionMatrix * uniforms.modelViewMatrix * float4(v, 1.0);
return out;
}
fragment half4 normalFragmentShader()