terrain/Terrain2/Shaders/Shaders.metal

97 lines
3 KiB
Metal

//
// 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 <metal_stdlib>
#include <simd/simd.h>
// 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;
// TODO: Use the face normal.
out.normal = normalize(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 = normalize(float3(-8, 8, 1) - in.eyeCoords.xyz);
float3 viewDirection = normalize(-in.eyeCoords.xyz);
float3 reflection = -reflect(lightDirection, normal);
float4 out;
float lightDotNormal = dot(normal, lightDirection);
if (lightDotNormal <= 0.0) {
// No color contribution to this pixel.
out = float4();
} else {
float3 color = 0.8 * lightDotNormal * float3(0.6);
float reflectDotViewDirection = dot(reflection, viewDirection);
if (reflectDotViewDirection > 0.0) {
color += 0.4 * pow(reflectDotViewDirection, 10) * float3(0, 0, 1);
}
out = float4(color, 1);
}
return out;
}
#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);
}