// // 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)]]; float2 texCoord [[attribute(VertexAttributeTexcoord)]]; uint2 gridCoord [[attribute(VertexAttributeGridCoord)]]; } Vertex; typedef struct { float4 position [[position]]; float2 texCoord; } ColorInOut; vertex ColorInOut vertexShader(Vertex in [[stage_in]], texture2d heights [[texture(0)]], constant Uniforms & uniforms [[buffer(BufferIndexUniforms)]]) { constexpr sampler s(coord::pixel, address::clamp_to_zero, filter::linear); ColorInOut out; // TODO: Concerned about this. uint2 gridCoord(in.texCoord.x * heights.get_width(), in.texCoord.y * heights.get_height()); float4 height = heights.read(gridCoord).rrrr; float4 position(in.position.x, height.r, in.position.z, 1.0); out.position = uniforms.projectionMatrix * uniforms.modelViewMatrix * position; out.texCoord = in.texCoord; return out; } fragment float4 fragmentShader(ColorInOut in [[stage_in]], constant Uniforms & uniforms [[ buffer(BufferIndexUniforms) ]], texture2d colorMap [[ texture(TextureIndexColor) ]]) { constexpr sampler colorSampler(mip_filter::linear, mag_filter::linear, min_filter::linear); half4 colorSample = colorMap.sample(colorSampler, in.texCoord.xy); return float4(colorSample); }