#include using namespace metal; #include "VertexConstants.h" constexpr sampler depthSampler(mag_filter::nearest, min_filter::nearest); struct Vertex { float3 vPos [[attribute(0)]]; float3 vNorm [[attribute(1)]]; float2 vTex [[attribute(2)]]; uchar4 vCol [[attribute(3)]]; float4 iModel0 [[attribute(4)]]; float4 iModel1 [[attribute(5)]]; float4 iModel2 [[attribute(6)]]; float4 iModel3 [[attribute(7)]]; float4 iModelInvTrans0 [[attribute(8)]]; float4 iModelInvTrans1 [[attribute(9)]]; float4 iModelInvTrans2 [[attribute(10)]]; float4 iModelInvTrans3 [[attribute(11)]]; uchar4 iCol [[attribute(12)]]; }; struct TriangleOut { float4 oPosition [[position]]; float3 oNormal; float3 oWorldPos; float2 oTex; float4 oPositionL; float4 oColor; }; vertex TriangleOut TriangleVertexShader(Vertex vert [[stage_in]], constant VertexShaderConstantBuffer *constants [[buffer(2)]]) { TriangleOut out; // Convert input matrices float4x4 iModel(vert.iModel0, vert.iModel1, vert.iModel2, vert.iModel3); float4x4 iModelInvTrans(vert.iModelInvTrans0, vert.iModelInvTrans1, vert.iModelInvTrans2, vert.iModelInvTrans3); // Get world position float4 pos = float4(vert.vPos, 1.0f); float4 world_pos = iModel * pos; // Transform the position from world space to homogeneous projection space float4 proj_pos = constants->View * world_pos; proj_pos = constants->Projection * proj_pos; out.oPosition = proj_pos; // Transform the position from world space to projection space of the light float4 proj_lpos = constants->LightView * world_pos; proj_lpos = constants->LightProjection * proj_lpos; out.oPositionL = proj_lpos; // output normal float4 norm = float4(vert.vNorm, 0.0f); out.oNormal = normalize(iModelInvTrans * norm).xyz; // output world position of the vertex out.oWorldPos = world_pos.xyz; // output texture coordinates out.oTex = vert.vTex; // output color out.oColor = float4(vert.vCol) * float4(vert.iCol) / (255.0 * 255.0); return out; } fragment float4 TrianglePixelShader(TriangleOut vert [[stage_in]], constant PixelShaderConstantBuffer *constants, texture2d depthTexture [[texture(0)]]) { // Constants float AmbientFactor = 0.3; float3 DiffuseColor = float3(vert.oColor.r, vert.oColor.g, vert.oColor.b); float3 SpecularColor = float3(1, 1, 1); float SpecularPower = 100.0; float bias = 1.0e-7; // Homogenize position in light space float3 position_l = vert.oPositionL.xyz / vert.oPositionL.w; // Calculate dot product between direction to light and surface normal and clamp between [0, 1] float3 view_dir = normalize(constants->CameraPos - vert.oWorldPos); float3 world_to_light = constants->LightPos - vert.oWorldPos; float3 light_dir = normalize(world_to_light); float3 normal = normalize(vert.oNormal); if (dot(view_dir, normal) < 0) // If we're viewing the triangle from the back side, flip the normal to get the correct lighting normal = -normal; float normal_dot_light_dir = clamp(dot(normal, light_dir), 0.0, 1.0); // Calculate texture coordinates in light depth texture float2 tex_coord; tex_coord.x = position_l.x / 2.0 + 0.5; tex_coord.y = -position_l.y / 2.0 + 0.5; // Check that the texture coordinate is inside the depth texture, if not we don't know if it is lit or not so we assume lit float shadow_factor = 1.0; if (vert.oColor.a > 0 // Alpha = 0 means don't receive shadows && tex_coord.x == clamp(tex_coord.x, 0.0, 1.0) && tex_coord.y == clamp(tex_coord.y, 0.0, 1.0)) { // Modify shadow bias according to the angle between the normal and the light dir float modified_bias = bias * tan(acos(normal_dot_light_dir)); modified_bias = min(modified_bias, 10.0 * bias); // Get texture size float width = 1.0 / 4096; float height = 1.0 / 4096; // Samples to take uint num_samples = 16; float2 offsets[] = { float2(-1.5 * width, -1.5 * height), float2(-0.5 * width, -1.5 * height), float2(0.5 * width, -1.5 * height), float2(1.5 * width, -1.5 * height), float2(-1.5 * width, -0.5 * height), float2(-0.5 * width, -0.5 * height), float2(0.5 * width, -0.5 * height), float2(1.5 * width, -0.5 * height), float2(-1.5 * width, 0.5 * height), float2(-0.5 * width, 0.5 * height), float2(0.5 * width, 0.5 * height), float2(1.5 * width, 0.5 * height), float2(-1.5 * width, 1.5 * height), float2(-0.5 * width, 1.5 * height), float2(0.5 * width, 1.5 * height), float2(1.5 * width, 1.5 * height), }; // Calculate depth of this pixel relative to the light float light_depth = position_l.z + modified_bias; // Sample shadow factor shadow_factor = 0.0; for (uint i = 0; i < num_samples; ++i) shadow_factor += depthTexture.sample(depthSampler, tex_coord + offsets[i]).x <= light_depth? 1.0 : 0.0; shadow_factor /= num_samples; } // Calculate diffuse and specular float diffuse = normal_dot_light_dir; float specular = diffuse > 0.0? pow(clamp(-dot(reflect(light_dir, normal), view_dir), 0.0, 1.0), SpecularPower) : 0.0; // Apply procedural pattern based on the uv coordinates bool2 less_half = (vert.oTex - floor(vert.oTex)) < float2(0.5, 0.5); float darken_factor = less_half.r ^ less_half.g? 0.5 : 1.0; // Fade out checkerboard pattern when it tiles too often float2 dx = dfdx(vert.oTex), dy = dfdy(vert.oTex); float texel_distance = sqrt(dot(dx, dx) + dot(dy, dy)); darken_factor = mix(darken_factor, 0.75, clamp(5.0 * texel_distance - 1.5, 0.0, 1.0)); // Calculate color return float4(clamp((AmbientFactor + diffuse * shadow_factor) * darken_factor * DiffuseColor + SpecularColor * specular * shadow_factor, 0, 1), 1); } struct DepthOut { float4 oPosition [[position]]; }; vertex DepthOut TriangleDepthVertexShader(Vertex vert [[stage_in]], constant VertexShaderConstantBuffer *constants [[buffer(2)]]) { DepthOut out; // Check if the alpha = 0 if (vert.vCol.a * vert.iCol.a == 0.0) { // Don't draw the triangle by moving it to an invalid location out.oPosition = float4(0, 0, 0, 0); } else { // Convert input matrix float4x4 iModel(vert.iModel0, vert.iModel1, vert.iModel2, vert.iModel3); // Transform the position from world space to homogeneous projection space for the light float4 pos = float4(vert.vPos, 1.0f); pos = iModel * pos; pos = constants->LightView * pos; pos = constants->LightProjection * pos; out.oPosition = pos; } return out; } fragment float4 TriangleDepthPixelShader(DepthOut in [[stage_in]]) { // We only write depth, so this shader does nothing return float4(0.0, 0.0, 0.0, 1.0); }