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- #include <metal_stdlib>
- 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<float> 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);
- }
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