// // Shaders.metal // Terrain2 // // Created by Eryn Wells on 11/3/18. // Copyright © 2018 Eryn Wells. All rights reserved. // // File for Metal kernel and shader functions #include #include // Including header shared between this Metal shader code and Swift/C code executing Metal API commands #import "ShaderTypes.h" using namespace metal; typedef struct { float3 position [[attribute(VertexAttributePosition)]]; float3 normal [[attribute(VertexAttributeNormal)]]; float2 texCoord [[attribute(VertexAttributeTexCoord)]]; } Vertex; typedef struct { float4 position [[position]]; float4 eyeCoords; float3 normal; float2 texCoord; } ColorInOut; #pragma mark - Geometry Shaders vertex ColorInOut vertexShader(Vertex in [[stage_in]], constant packed_float3 *faceNormals [[buffer(BufferIndexFaceNormals)]], constant Uniforms &uniforms [[buffer(BufferIndexUniforms)]], uint vid [[vertex_id]]) { ColorInOut out; float4 vertexCoords = float4(in.position, 1.0); float4 eyeCoords = uniforms.modelViewMatrix * vertexCoords; out.position = uniforms.projectionMatrix * eyeCoords; out.eyeCoords = eyeCoords; out.normal = in.normal; out.texCoord = in.texCoord; return out; } fragment float4 fragmentShader(ColorInOut in [[stage_in]], constant Uniforms &uniforms [[buffer(BufferIndexUniforms)]]) { float3 normal = normalize(uniforms.normalMatrix * in.normal); float3 lightDirection = -in.eyeCoords.xyz; float lightDotNormal = dot(normal, lightDirection); float4 color(abs(lightDotNormal) * float3(0.2), 1.0); return color; } #pragma mark - Normal Shaders vertex float4 normalVertexShader(constant packed_float3 *positions [[buffer(NormalBufferIndexPoints)]], constant packed_float3 *normals [[buffer(NormalBufferIndexNormals)]], constant Uniforms &uniforms [[buffer(NormalBufferIndexUniforms)]], uint instID [[instance_id]], uint vertID [[vertex_id]]) { float3 v = positions[instID]; if ( vertID == 1 ) { v += 0.25 * normals[instID]; } float4 out = uniforms.projectionMatrix * uniforms.modelViewMatrix * float4(v, 1); return out; } fragment half4 normalFragmentShader() { return half4(0, 1, 0, 1); }