voxelotl-engine/Sources/Voxelotl/shader.metal

63 lines
2.2 KiB
Metal

#include "shadertypes.h"
#include <metal_stdlib>
struct FragmentInput {
float4 position [[position]];
float3 world;
float3 normal;
float2 texCoord;
half4 color;
};
vertex FragmentInput vertexMain(
uint vertexID [[vertex_id]],
uint instanceID [[instance_id]],
device const ShaderVertex* vtx [[buffer(VertexShaderInputIdxVertices)]],
device const VertexShaderInstance* i [[buffer(VertexShaderInputIdxInstance)]],
constant VertexShaderUniforms& u [[buffer(VertexShaderInputIdxUniforms)]]
) {
auto position = vtx[vertexID].position;
auto world = i[instanceID].model * float4(position, 1);
FragmentInput out;
out.position = u.projView * world;
out.world = world.xyz;
out.color = half4(vtx[vertexID].color) * half4(i[instanceID].color);
out.normal = (i[instanceID].normalModel * float4(vtx[vertexID].normal, 0)).xyz;
out.texCoord = vtx[vertexID].texCoord;
return out;
}
fragment half4 fragmentMain(
FragmentInput in [[stage_in]],
metal::texture2d<half, metal::access::sample> texture [[texture(0)]],
constant FragmentShaderUniforms& u [[buffer(FragmentShaderInputIdxUniforms)]]
) {
constexpr metal::sampler sampler(metal::address::repeat, metal::filter::nearest);
auto normal = metal::normalize(in.normal);
// Components for blinn-phong & fresnel
auto lightVec = -u.directionalLight;
auto eyeVector = metal::normalize(u.cameraPosition - in.world);
auto halfDir = metal::normalize(lightVec + eyeVector);
// Compute diffuse component
float lambert = metal::dot(normal, lightVec);
float diffuseAmount = metal::max(0.0, lambert);
half4 diffuse = half4(u.diffuseColor) * diffuseAmount;
// Compute specular component (blinn-phong)
float specularAngle = metal::max(0.0, metal::dot(halfDir, normal));
float specularTerm = metal::pow(specularAngle, u.specularIntensity);
// smoothstep hack to ensure highlight tapers gracefully at grazing angles
float specularAmount = specularTerm * metal::smoothstep(0, 2, lambert * u.specularIntensity);
half4 specular = half4(u.specularColor) * specularAmount;
// Sample texture & vertex color to get albedo
half4 albedo = texture.sample(sampler, in.texCoord);
albedo *= half4(in.color);
return albedo * (half4(u.ambientColor) + diffuse) + specular;
}