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Created August 11, 2018 09:26
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Can't access GL Uniforms in Metal shader modifier? Apple docs for SCNShadable written in terms of GL? Pulling your hair out?... this will help.
////////////////////////////////////////////////
// CommonProfile Shader v2
#import <metal_stdlib>
using namespace metal;
#ifndef __SCNMetalDefines__
#define __SCNMetalDefines__
enum {
SCNVertexSemanticPosition,
SCNVertexSemanticNormal,
SCNVertexSemanticTangent,
SCNVertexSemanticColor,
SCNVertexSemanticBoneIndices,
SCNVertexSemanticBoneWeights,
SCNVertexSemanticTexcoord0,
SCNVertexSemanticTexcoord1,
SCNVertexSemanticTexcoord2,
SCNVertexSemanticTexcoord3,
SCNVertexSemanticTexcoord4,
SCNVertexSemanticTexcoord5,
SCNVertexSemanticTexcoord6,
SCNVertexSemanticTexcoord7
};
// This structure hold all the informations that are constant through a render pass
// In a shader modifier, it is given both in vertex and fragment stage through an argument named "scn_frame".
struct SCNSceneBuffer {
float4x4 viewTransform;
float4x4 inverseViewTransform; // transform from view space to world space
float4x4 projectionTransform;
float4x4 viewProjectionTransform;
float4x4 viewToCubeTransform; // transform from view space to cube texture space (canonical Y Up space)
float4 ambientLightingColor;
float4 fogColor;
float3 fogParameters; // x:-1/(end-start) y:1-start*x z:exp
float2 inverseResolution;
float time;
float sinTime;
float cosTime;
float random01;
// new in macOS 10.12 and iOS 10
float environmentIntensity;
float4x4 inverseProjectionTransform;
float4x4 inverseViewProjectionTransform;
};
// In custom shaders or in shader modifiers, you also have access to node relative information.
// This is done using an argument named "scn_node", which must be a struct with only the necessary fields
// among the following list:
//
// float4x4 modelTransform;
// float4x4 inverseModelTransform;
// float4x4 modelViewTransform;
// float4x4 inverseModelViewTransform;
// float4x4 normalTransform; // This is the inverseTransposeModelViewTransform, need for normal transformation
// float4x4 modelViewProjectionTransform;
// float4x4 inverseModelViewProjectionTransform;
// float2x3 boundingBox;
// float2x3 worldBoundingBox;
#endif /* defined(__SCNMetalDefines__) */
//
// Utility
//
// Tool function
namespace scn {
inline float3x3 mat3(float4x4 mat4)
{
return float3x3(mat4[0].xyz, mat4[1].xyz, mat4[2].xyz);
}
inline float3 mat4_mult_float3_normalized(float4x4 matrix, float3 src)
{
float3 dst = src.xxx * matrix[0].xyz;
dst += src.yyy * matrix[1].xyz;
dst += src.zzz * matrix[2].xyz;
return normalize(dst);
}
inline float3 mat4_mult_float3(float4x4 matrix, float3 src)
{
float3 dst = src.xxx * matrix[0].xyz;
dst += src.yyy * matrix[1].xyz;
dst += src.zzz * matrix[2].xyz;
return dst;
}
inline void generate_basis(float3 inR, thread float3 *outS, thread float3 *outT)
{
float3 dir = abs(inR.z) < 0.999 ? float3(0, 0, 1) : float3(1, 0, 0);
*outS = normalize(cross(dir, inR));
*outT = cross(inR, *outS);
}
// MARK: Drawing quads
struct draw_quad_io_t {
float4 position [[ position ]];
float2 uv;
};
}
inline float4 texture2DProj(texture2d<float> tex, sampler smp, float4 uv)
{
return tex.sample(smp, uv.xy / uv.w);
}
inline float shadow2DProj(depth2d<float> tex, float4 uv)
{
constexpr sampler linear_sampler(filter::linear, mip_filter::none, compare_func::greater_equal);
//constexpr sampler linear_sampler(filter::linear, mip_filter::none, compare_func::none);
float3 uvp = uv.xyz / uv.w;
return tex.sample_compare(linear_sampler, uvp.xy, uvp.z);
}
// Inputs
typedef struct {
#ifdef USE_MODELTRANSFORM
float4x4 modelTransform;
#endif
#ifdef USE_INVERSEMODELTRANSFORM
float4x4 inverseModelTransform;
#endif
#ifdef USE_MODELVIEWTRANSFORM
float4x4 modelViewTransform;
#endif
#ifdef USE_INVERSEMODELVIEWTRANSFORM
float4x4 inverseModelViewTransform;
#endif
#ifdef USE_NORMALTRANSFORM
float4x4 normalTransform;
#endif
#ifdef USE_MODELVIEWPROJECTIONTRANSFORM
float4x4 modelViewProjectionTransform;
#endif
#ifdef USE_INVERSEMODELVIEWPROJECTIONTRANSFORM
float4x4 inverseModelViewProjectionTransform;
#endif
#ifdef USE_BOUNDINGBOX
float2x3 boundingBox;
#endif
#ifdef USE_WORLDBOUNDINGBOX
float2x3 worldBoundingBox;
#endif
#ifdef USE_NODE_OPACITY
float nodeOpacity;
#endif
#ifdef USE_DOUBLE_SIDED
float orientationPreserved;
#endif
#if defined(USE_PROBES_LIGHTING) && (USE_PROBES_LIGHTING == 2)
sh2_coefficients shCoefficients;
#elif defined(USE_PROBES_LIGHTING) && (USE_PROBES_LIGHTING == 3)
sh3_coefficients shCoefficients;
#endif
#ifdef USE_SKINNING // need to be last since we may cut the buffer size based on the real bone number
float4 skinningJointMatrices[765]; // Consider having a separate buffer ?
#endif
} commonprofile_node;
typedef struct {
float3 position [[attribute(SCNVertexSemanticPosition)]];
float3 normal [[attribute(SCNVertexSemanticNormal)]];
float4 tangent [[attribute(SCNVertexSemanticTangent)]];
float4 color [[attribute(SCNVertexSemanticColor)]];
float4 skinningWeights [[attribute(SCNVertexSemanticBoneWeights)]];
uint4 skinningJoints [[attribute(SCNVertexSemanticBoneIndices)]];
float2 texcoord0 [[attribute(SCNVertexSemanticTexcoord0)]];
float2 texcoord1 [[attribute(SCNVertexSemanticTexcoord1)]];
float2 texcoord2 [[attribute(SCNVertexSemanticTexcoord2)]];
float2 texcoord3 [[attribute(SCNVertexSemanticTexcoord3)]];
float2 texcoord4 [[attribute(SCNVertexSemanticTexcoord4)]];
float2 texcoord5 [[attribute(SCNVertexSemanticTexcoord5)]];
float2 texcoord6 [[attribute(SCNVertexSemanticTexcoord6)]];
float2 texcoord7 [[attribute(SCNVertexSemanticTexcoord7)]];
} scn_vertex_t; // __attribute__((scn_per_frame));
typedef struct {
float4 fragmentPosition [[position]]; // The window relative coordinate (x, y, z, 1/w) values for the fragment
#ifdef USE_POINT_RENDERING
float fragmentSize [[point_size]];
#endif
#ifdef USE_VERTEX_COLOR
float4 vertexColor;
#endif
#ifdef USE_PER_VERTEX_LIGHTING
float3 diffuse;
#ifdef USE_SPECULAR
float3 specular;
#endif
#endif
#if defined(USE_POSITION) && (USE_POSITION == 2)
float3 position;
#endif
#if defined(USE_NORMAL) && (USE_NORMAL == 2)
float3 normal;
#endif
#if defined(USE_TANGENT) && (USE_TANGENT == 2)
float3 tangent;
#endif
#if defined(USE_BITANGENT) && (USE_BITANGENT == 2)
float3 bitangent;
#endif
#ifdef USE_NODE_OPACITY
float nodeOpacity;
#endif
#ifdef USE_DOUBLE_SIDED
float orientationPreserved;
#endif
#ifdef USE_TEXCOORD
#endif
} commonprofile_io;
struct SCNShaderSurface {
float3 view; // Direction from the point on the surface toward the camera (V)
float3 position; // Position of the fragment
float3 normal; // Normal of the fragment (N)
float3 geometryNormal; // Normal of the fragment - not taking into account normal map
float2 normalTexcoord; // Normal texture coordinates
float3 tangent; // Tangent of the fragment
float3 bitangent; // Bitangent of the fragment
float4 ambient; // Ambient property of the fragment
float2 ambientTexcoord; // Ambient texture coordinates
float4 diffuse; // Diffuse property of the fragment. Alpha contains the opacity.
float2 diffuseTexcoord; // Diffuse texture coordinates
float4 specular; // Specular property of the fragment
float2 specularTexcoord; // Specular texture coordinates
float4 emission; // Emission property of the fragment
float2 emissionTexcoord; // Emission texture coordinates
float4 multiply; // Multiply property of the fragment
float2 multiplyTexcoord; // Multiply texture coordinates
float4 transparent; // Transparent property of the fragment
float2 transparentTexcoord; // Transparent texture coordinates
float4 reflective; // Reflective property of the fragment
float metalness; // Metalness
float2 metalnessTexcoord; // Metalness texture coordinates
float roughness; // Roughness
float2 roughnessTexcoord; // Metalness texture coordinates
float shininess; // Shininess property of the fragment.
float fresnel; // Fresnel property of the fragment.
float ambientOcclusion; // Ambient occlusion term of the fragment
float3 _normalTS; // UNDOCUMENTED in tangent space
#ifdef USE_SURFACE_EXTRA_DECL
#endif
};
struct SCNShaderLightingContribution {
float3 ambient;
float3 diffuse;
float3 specular;
float3 modulate;
};
// Structure to gather property of a light, packed to give access in a light shader modifier
struct SCNShaderLight {
float4 intensity; // lowp, light intensity
float3 direction; // mediump, vector from the point toward the light
float _att;
float3 _spotDirection; // lowp, vector from the point to the light for point and spot, dist attenuations
float _distance; // mediump, distance from the point to the light (same coord. than range)
};
#ifdef USE_PBR
inline SCNPBRSurface SCNShaderSurfaceToSCNPBRSurface(SCNShaderSurface surface)
{
SCNPBRSurface s;
s.n = surface.normal;
s.v = surface.view;
s.albedo = surface.diffuse.xyz;
#ifdef USE_EMISSION
s.emission = surface.emission.xyz;
#else
s.emission = float3(0.);
#endif
s.metalness = surface.metalness;
s.roughness = surface.roughness;
s.ao = surface.ambientOcclusion;
return s;
}
static float4 scn_pbr_combine(SCNPBRSurface pbr_surface,
SCNShaderLightingContribution lighting,
texture2d<float, access::sample> specularDFG,
texturecube<float, access::sample> specularLD,
#ifdef USE_PROBES_LIGHTING
#if defined(USE_PROBES_LIGHTING) && (USE_PROBES_LIGHTING == 2)
sh2_coefficients shCoefficients,
#elif defined(USE_PROBES_LIGHTING) && (USE_PROBES_LIGHTING == 3)
sh3_coefficients shCoefficients,
#endif
#else
texturecube<float, access::sample> irradiance,
#endif
constant SCNSceneBuffer& scn_frame)
{
#ifdef USE_PROBES_LIGHTING
float3 pbr_color = scn_pbr_color_IBL(pbr_surface, specularDFG, specularLD, shCoefficients, scn_frame.viewToCubeTransform, scn_frame.environmentIntensity);
#else
float3 pbr_color = scn_pbr_color_IBL(pbr_surface, specularDFG, specularLD, irradiance, scn_frame.viewToCubeTransform, scn_frame.environmentIntensity);
#endif
float4 color;
color.rgb = (lighting.ambient * pbr_surface.ao + lighting.diffuse) * pbr_surface.albedo.rgb + lighting.specular + pbr_color;
#if defined(USE_EMISSION) && !defined(USE_EMISSION_AS_SELFILLUMINATION)
color.rgb += pbr_surface.emission.rgb;
#endif
return color;
}
static void scn_pbr_lightingContribution(SCNShaderSurface surface,
SCNShaderLight light,
constant SCNSceneBuffer& scn_frame,
thread float3& lightingContributionDiffuse,
thread float3& lightingContributionSpecular)
{
SCNPBRSurface pbr_surface = SCNShaderSurfaceToSCNPBRSurface(surface);
float3 diffuseOut, specularOut;
scn_pbr_lightingContribution_pointLight(light.direction, pbr_surface.n, pbr_surface.v, pbr_surface.albedo, pbr_surface.metalness, pbr_surface.roughness, diffuseOut, specularOut);
float3 lightFactor = light.intensity.rgb * light._att;
lightingContributionDiffuse += diffuseOut * lightFactor;
lightingContributionSpecular += specularOut * lightFactor;
}
#else // ifdef USE_PBR
inline float4 illuminate(SCNShaderSurface surface, SCNShaderLightingContribution lighting)
{
float4 color = {0.,0.,0., surface.diffuse.a};
float3 D = lighting.diffuse;
#if defined(USE_AMBIENT_LIGHTING) && (defined(LOCK_AMBIENT_WITH_DIFFUSE) || defined(USE_AMBIENT_AS_AMBIENTOCCLUSION))
D += lighting.ambient * surface.ambientOcclusion;
#endif
#ifdef USE_EMISSION_AS_SELFILLUMINATION
D += surface.emission.rgb;
#endif
// Do we want to clamp there ????
color.rgb = surface.diffuse.rgb * D;
#ifdef USE_SPECULAR
float3 S = lighting.specular;
#elif defined(USE_REFLECTIVE)
float3 S = float3(0.);
#endif
#ifdef USE_REFLECTIVE
S += surface.reflective.rgb * surface.ambientOcclusion;
#endif
#ifdef USE_SPECULAR
S *= surface.specular.rgb;
#endif
#if defined(USE_SPECULAR) || defined(USE_REFLECTIVE)
color.rgb += S;
#endif
#if defined(USE_AMBIENT) && !defined(USE_AMBIENT_AS_AMBIENTOCCLUSION)
color.rgb += surface.ambient.rgb * lighting.ambient;
#endif
#if defined(USE_EMISSION) && !defined(USE_EMISSION_AS_SELFILLUMINATION)
color.rgb += surface.emission.rgb;
#endif
#ifdef USE_MULTIPLY
color.rgb *= surface.multiply.rgb;
#endif
#ifdef USE_MODULATE
color.rgb *= lighting.modulate;
#endif
return color;
}
#endif
struct commonprofile_lights {
#ifdef USE_LIGHTING
float4 color0;
float4 position0;
#endif
};
struct SCNShaderGeometry
{
float4 position;
float3 normal;
float4 tangent;
float4 color;
float2 texcoords[8]; // MAX_UV
};
struct commonprofile_uniforms {
float4 diffuseColor;
float4 specularColor;
float4 ambientColor;
float4 emissionColor;
float4 reflectiveColor;
float4 multiplyColor;
float4 transparentColor;
float metalness;
float roughness;
float diffuseIntensity;
float specularIntensity;
float normalIntensity;
float ambientIntensity;
float emissionIntensity;
float reflectiveIntensity;
float multiplyIntensity;
float transparentIntensity;
float metalnessIntensity;
float roughnessIntensity;
float materialShininess;
float selfIlluminationOcclusion;
float transparency;
float3 fresnel; // x: ((n1-n2)/(n1+n2))^2 y:1-x z:exponent
#ifdef TEXTURE_TRANSFORM_COUNT
float4x4 textureTransforms[TEXTURE_TRANSFORM_COUNT];
#endif
#if defined(USE_REFLECTIVE_CUBEMAP)
// float4x4 u_viewToCubeWorld;
#endif
};
// Shader modifiers declaration (only enabled if one modifier is present)
#ifdef USE_SHADER_MODIFIERS
// initial geometry is [-1,1] in XY plane (so z is always 0)
struct scn_floor_t {
float3 u_floorNormal;
float4 u_floorTangent;
float3 u_floorCenter;
float2 u_floorExtent;
};
#endif
// Vertex shader function
vertex commonprofile_io commonprofile_vert(scn_vertex_t in [[ stage_in ]],
constant SCNSceneBuffer& scn_frame [[buffer(0)]],
#ifdef USE_INSTANCING
// we use device here to override the 64Ko limit of constant buffers on NV hardware
device commonprofile_node* scn_nodeInstances [[buffer(1)]]
, uint instanceID [[ instance_id ]]
#else
constant commonprofile_node& scn_node [[buffer(1)]]
#endif
#ifdef USE_PER_VERTEX_LIGHTING
, constant commonprofile_lights& scn_lights [[buffer(2)]]
#endif
// used for texture transform and materialShininess in case of perVertexLighting
, constant commonprofile_uniforms& scn_commonprofile [[buffer(3)]]
#ifdef USE_VERTEX_EXTRA_ARGUMENTS
, constant scn_floor_t& scn_fg [[buffer(4)]]
#endif
)
{
#ifdef USE_INSTANCING
device commonprofile_node& scn_node = scn_nodeInstances[instanceID];
#endif
SCNShaderGeometry _geometry;
// OPTIM in could be already float4?
_geometry.position = float4(in.position, 1.0);
#ifdef USE_NORMAL
_geometry.normal = in.normal;
#endif
#if defined(USE_TANGENT) || defined(USE_BITANGENT)
_geometry.tangent = in.tangent;
#endif
#ifdef NEED_IN_TEXCOORD0
_geometry.texcoords[0] = in.texcoord0;
#endif
#ifdef NEED_IN_TEXCOORD1
_geometry.texcoords[1] = in.texcoord1;
#endif
#ifdef NEED_IN_TEXCOORD2
_geometry.texcoords[2] = in.texcoord2;
#endif
#ifdef NEED_IN_TEXCOORD3
_geometry.texcoords[3] = in.texcoord3;
#endif
#ifdef NEED_IN_TEXCOORD4
_geometry.texcoords[4] = in.texcoord4;
#endif
#ifdef NEED_IN_TEXCOORD5
_geometry.texcoords[5] = in.texcoord5;
#endif
#ifdef NEED_IN_TEXCOORD6
_geometry.texcoords[6] = in.texcoord6;
#endif
#ifdef NEED_IN_TEXCOORD7
_geometry.texcoords[7] = in.texcoord7;
#endif
#ifdef HAS_VERTEX_COLOR
_geometry.color = in.color;
#elif USE_VERTEX_COLOR
_geometry.color = float4(1.);
#endif
#ifdef USE_SKINNING
#if 0 // Alternate Skinning method, linear combining the joint matrices. Not fully tested yet
{
float4 joint0 = 0.;
float4 joint1 = 0.;
float4 joint2 = 0.;
uint4 idx3 = in.skinningJoints * 3;
for (int i = 0; i < MAX_BONE_INFLUENCES; ++i) {
int idx = idx3[i];
#if MAX_BONE_INFLUENCES == 1
float boneWeight = 1.;
#else
float boneWeight = in.skinningWeights[i];
#endif
joint0 += boneWeight * scn_node.skinningJointMatrices[idx];
joint1 += boneWeight * scn_node.skinningJointMatrices[idx+1];
joint2 += boneWeight * scn_node.skinningJointMatrices[idx+2];
}
float4x4 jointMatrix = float4x4(joint0, joint1, joint2, float4(0., 0., 0., 1.));
_geometry.position.xyz = (_geometry.position * jointMatrix).xyz;
#ifdef USE_NORMAL
_geometry.normal = _geometry.normal * scn::mat3(jointMatrix);
#endif
#if defined(USE_TANGENT) || defined(USE_BITANGENT)
_geometry.tangent.xyz = _geometry.tangent.xyz * scn::mat3(jointMatrix);
#endif
}
#else
{
float3 pos = 0.0;
#ifdef USE_NORMAL
float3 nrm = 0.0;
#endif
#if defined(USE_TANGENT) || defined(USE_BITANGENT)
float3 tgt = 0.0;
#endif
for (int i = 0; i < MAX_BONE_INFLUENCES; ++i) {
#if MAX_BONE_INFLUENCES == 1
float weight = 1.0;
#else
float weight = in.skinningWeights[i];
if (weight <= 0.f)
continue;
#endif
int idx = int(in.skinningJoints[i]) * 3;
float4x4 jointMatrix = float4x4(scn_node.skinningJointMatrices[idx],
scn_node.skinningJointMatrices[idx+1],
scn_node.skinningJointMatrices[idx+2],
float4(0., 0., 0., 1.));
pos += (_geometry.position * jointMatrix).xyz * weight;
#ifdef USE_NORMAL
nrm += _geometry.normal * scn::mat3(jointMatrix) * weight;
#endif
#if defined(USE_TANGENT) || defined(USE_BITANGENT)
tgt += _geometry.tangent.xyz * scn::mat3(jointMatrix) * weight;
#endif
}
_geometry.position.xyz = pos;
#ifdef USE_NORMAL
_geometry.normal = nrm;
#endif
#if defined(USE_TANGENT) || defined(USE_BITANGENT)
_geometry.tangent.xyz = tgt;
#endif
}
#endif
#endif // USE_SKINNING
#ifdef USE_GEOMETRY_MODIFIER
// DoGeometryModifier START
float3 u_floorNormal = scn_fg.u_floorNormal;
float4 u_floorTangent = scn_fg.u_floorTangent;
float3 u_floorCenter = scn_fg.u_floorCenter;
float2 u_floorExtent = scn_fg.u_floorExtent;
float3 floorBitangent = normalize(cross(u_floorTangent.xyz, u_floorNormal));
_geometry.position.xyz = u_floorCenter.xyz + u_floorExtent.x * (_geometry.position.x * u_floorTangent.xyz) + u_floorExtent.y * (_geometry.position.y * floorBitangent);
_geometry.normal = u_floorNormal;
_geometry.tangent = u_floorTangent;
// we could check if the texCoord are really needed with ifdef USE_xxxx_MAP , or, better, work only on texcoordN [0..1]
float2 tc;
if (u_floorNormal.y != 0.)
tc = _geometry.position.xz * 0.01;
else if (u_floorNormal.z != 0.)
tc = _geometry.position.xy * 0.01;
else
tc = _geometry.position.yz * 0.01;
for (int i = 0; i < kSCNTexcoordCount; ++i)
_geometry.texcoords[i] = tc;
// DoGeometryModifier END
#endif
// Transform the geometry elements in view space
#if defined(USE_POSITION) || defined(USE_NORMAL) || defined(USE_TANGENT) || defined(USE_BITANGENT) || defined(USE_INSTANCING)
SCNShaderSurface _surface;
#endif
#if defined(USE_POSITION) || defined(USE_INSTANCING)
_surface.position = (scn_node.modelViewTransform * _geometry.position).xyz;
#endif
#ifdef USE_NORMAL
_surface.normal = normalize(scn::mat3(scn_node.normalTransform) * _geometry.normal);
#endif
#if defined(USE_TANGENT) || defined(USE_BITANGENT)
_surface.tangent = normalize(scn::mat3(scn_node.normalTransform) * _geometry.tangent.xyz);
_surface.bitangent = _geometry.tangent.w * cross(_surface.tangent, _surface.normal); // no need to renormalize since tangent and normal should be orthogonal
// old code : _surface.bitangent = normalize(cross(_surface.normal,_surface.tangent));
#endif
//if USE_VIEW is 2 we may also need to set _surface.view. todo: make USE_VIEW a mask
#ifdef USE_VIEW
_surface.view = normalize(-_surface.position);
#endif
commonprofile_io out;
#ifdef USE_PER_VERTEX_LIGHTING
// Lighting
SCNShaderLightingContribution _lightingContribution;
_lightingContribution.diffuse = 0.;
#ifdef USE_SPECULAR
_lightingContribution.specular = 0.;
_surface.shininess = scn_commonprofile.materialShininess;
#endif
out.diffuse = _lightingContribution.diffuse;
#ifdef USE_SPECULAR
out.specular = _lightingContribution.specular;
#endif
#endif
#if defined(USE_POSITION) && (USE_POSITION == 2)
out.position = _surface.position;
#endif
#if defined(USE_NORMAL) && (USE_NORMAL == 2)
out.normal = _surface.normal;
#endif
#if defined(USE_TANGENT) && (USE_TANGENT == 2)
out.tangent = _surface.tangent;
#endif
#if defined(USE_BITANGENT) && (USE_BITANGENT == 2)
out.bitangent = _surface.bitangent;
#endif
#ifdef USE_VERTEX_COLOR
out.vertexColor = _geometry.color;
#endif
#ifdef USE_TEXCOORD
#endif
#if defined(USE_POSITION) || defined(USE_INSTANCING)
out.fragmentPosition = scn_frame.projectionTransform * float4(_surface.position, 1.);
#elif defined(USE_MODELVIEWPROJECTIONTRANSFORM) // this means that the geometry are still in model space : we can transform it directly to NDC space
out.fragmentPosition = scn_node.modelViewProjectionTransform * _geometry.position;
#endif
#ifdef USE_NODE_OPACITY
out.nodeOpacity = scn_node.nodeOpacity;
#endif
#ifdef USE_DOUBLE_SIDED
out.orientationPreserved = scn_node.orientationPreserved;
#endif
#ifdef USE_POINT_RENDERING
out.fragmentSize = 1.;
#endif
return out;
}
struct SCNOutput
{
float4 color;
};
// Fragment shader function
fragment half4 commonprofile_frag(commonprofile_io in [[stage_in]],
constant commonprofile_uniforms& scn_commonprofile [[buffer(0)]],
constant SCNSceneBuffer& scn_frame [[buffer(1)]]
#ifdef USE_PER_PIXEL_LIGHTING
, constant commonprofile_lights& scn_lights [[buffer(2)]]
#endif
#ifdef USE_EMISSION_MAP
, texture2d<float> u_emissionTexture [[texture(0)]]
, sampler u_emissionTextureSampler [[sampler(0)]]
#endif
#ifdef USE_AMBIENT_MAP
, texture2d<float> u_ambientTexture [[texture(1)]]
, sampler u_ambientTextureSampler [[sampler(1)]]
#endif
#ifdef USE_DIFFUSE_MAP
, texture2d<float> u_diffuseTexture [[texture(2)]]
, sampler u_diffuseTextureSampler [[sampler(2)]]
#endif
#ifdef USE_SPECULAR_MAP
, texture2d<float> u_specularTexture [[texture(3)]]
, sampler u_specularTextureSampler [[sampler(3)]]
#endif
#ifdef USE_REFLECTIVE_MAP
, texture2d<float> u_reflectiveTexture [[texture(4)]]
, sampler u_reflectiveTextureSampler [[sampler(4)]]
#elif defined(USE_REFLECTIVE_CUBEMAP)
, texturecube<float> u_reflectiveTexture [[texture(4)]]
, sampler u_reflectiveTextureSampler [[sampler(4)]]
#endif
#ifdef USE_TRANSPARENT_MAP
, texture2d<float> u_transparentTexture [[texture(5)]]
, sampler u_transparentTextureSampler [[sampler(5)]]
#endif
#ifdef USE_MULTIPLY_MAP
, texture2d<float> u_multiplyTexture [[texture(6)]]
, sampler u_multiplyTextureSampler [[sampler(6)]]
#endif
#ifdef USE_NORMAL_MAP
, texture2d<float> u_normalTexture [[texture(7)]]
, sampler u_normalTextureSampler [[sampler(7)]]
#endif
#ifdef USE_PBR
#ifdef USE_METALNESS_MAP
, texture2d<float> u_metalnessTexture [[texture(3)]]
, sampler u_metalnessTextureSampler [[sampler(3)]]
#endif
#ifdef USE_ROUGHNESS_MAP
, texture2d<float> u_roughnessTexture [[texture(4)]]
, sampler u_roughnessTextureSampler [[sampler(4)]]
#endif
, texturecube<float> u_irradianceTexture [[texture(8)]]
, texturecube<float> u_radianceTexture [[texture(9)]]
, texture2d<float> u_specularDFGTexture [[texture(10)]]
#endif
#ifdef USE_SSAO
, texture2d<float> u_ssaoTexture [[texture(11)]]
#endif
, constant commonprofile_node& scn_node [[buffer(3)]]
#ifdef USE_FRAGMENT_EXTRA_ARGUMENTS
#endif
#if defined(USE_DOUBLE_SIDED)
, bool isFrontFacing [[front_facing]]
#endif
)
{
SCNShaderSurface _surface;
#ifdef USE_TEXCOORD
#endif
_surface.ambientOcclusion = 1.f; // default to no AO
#ifdef USE_AMBIENT_MAP
#ifdef USE_AMBIENT_AS_AMBIENTOCCLUSION
_surface.ambientOcclusion = u_ambientTexture.sample(u_ambientTextureSampler, _surface.ambientTexcoord).r;
#ifdef USE_AMBIENT_INTENSITY
_surface.ambientOcclusion = saturate(mix(1., _surface.ambientOcclusion, scn_commonprofile.ambientIntensity));
#endif
#else // AMBIENT_MAP
_surface.ambient = u_ambientTexture.sample(u_ambientTextureSampler, _surface.ambientTexcoord);
#ifdef USE_AMBIENT_INTENSITY
_surface.ambient *= scn_commonprofile.ambientIntensity;
#endif
#endif // USE_AMBIENT_AS_AMBIENTOCCLUSION
#elif defined(USE_AMBIENT_COLOR)
_surface.ambient = scn_commonprofile.ambientColor;
#elif defined(USE_AMBIENT)
_surface.ambient = float4(0.);
#endif
#if defined(USE_AMBIENT) && defined(USE_VERTEX_COLOR)
_surface.ambient *= in.vertexColor;
#endif
#if defined(USE_SSAO)
_surface.ambientOcclusion *= u_ssaoTexture.sample( sampler(filter::linear), in.fragmentPosition.xy * scn_frame.inverseResolution.xy ).x;
#endif
#ifdef USE_DIFFUSE_MAP
_surface.diffuse = u_diffuseTexture.sample(u_diffuseTextureSampler, _surface.diffuseTexcoord);
#ifdef USE_DIFFUSE_INTENSITY
_surface.diffuse.rgb *= scn_commonprofile.diffuseIntensity;
#endif
#elif defined(USE_DIFFUSE_COLOR)
_surface.diffuse = scn_commonprofile.diffuseColor;
#else
_surface.diffuse = float4(0.,0.,0.,1.);
#endif
#if defined(USE_DIFFUSE) && defined(USE_VERTEX_COLOR)
_surface.diffuse *= in.vertexColor;
#endif
#ifdef USE_SPECULAR_MAP
_surface.specular = u_specularTexture.sample(u_specularTextureSampler, _surface.specularTexcoord);
#ifdef USE_SPECULAR_INTENSITY
_surface.specular *= scn_commonprofile.specularIntensity;
#endif
#elif defined(USE_SPECULAR_COLOR)
_surface.specular = scn_commonprofile.specularColor;
#elif defined(USE_SPECULAR)
_surface.specular = float4(0.);
#endif
#ifdef USE_EMISSION_MAP
_surface.emission = u_emissionTexture.sample(u_emissionTextureSampler, _surface.emissionTexcoord);
#ifdef USE_EMISSION_INTENSITY
_surface.emission *= scn_commonprofile.emissionIntensity;
#endif
#elif defined(USE_EMISSION_COLOR)
_surface.emission = scn_commonprofile.emissionColor;
#elif defined(USE_EMISSION)
_surface.emission = float4(0.);
#endif
#ifdef USE_MULTIPLY_MAP
_surface.multiply = u_multiplyTexture.sample(u_multiplyTextureSampler, _surface.multiplyTexcoord);
#ifdef USE_MULTIPLY_INTENSITY
_surface.multiply = mix(float4(1.), _surface.multiply, scn_commonprofile.multiplyIntensity);
#endif
#elif defined(USE_MULTIPLY_COLOR)
_surface.multiply = scn_commonprofile.multiplyColor;
#elif defined(USE_MULTIPLY)
_surface.multiply = float4(1.);
#endif
#ifdef USE_TRANSPARENT_MAP
_surface.transparent = u_transparentTexture.sample(u_transparentTextureSampler, _surface.transparentTexcoord);
#ifdef USE_TRANSPARENT_INTENSITY
_surface.transparent *= scn_commonprofile.transparentIntensity;
#endif
#elif defined(USE_TRANSPARENT_COLOR)
_surface.transparent = scn_commonprofile.transparentColor;
#elif defined(USE_TRANSPARENT)
_surface.transparent = float4(1.);
#endif
#ifdef USE_METALNESS_MAP
_surface.metalness = u_metalnessTexture.sample(u_metalnessTextureSampler, _surface.metalnessTexcoord).r;
#ifdef USE_METALNESS_INTENSITY
_surface.metalness *= scn_commonprofile.metalnessIntensity;
#endif
#elif defined(USE_METALNESS_COLOR)
_surface.metalness = scn_commonprofile.metalness;
#else
_surface.metalness = 0;
#endif
#ifdef USE_ROUGHNESS_MAP
_surface.roughness = u_roughnessTexture.sample(u_roughnessTextureSampler, _surface.roughnessTexcoord).r;
#ifdef USE_ROUGHNESS_INTENSITY
_surface.roughness *= scn_commonprofile.roughnessIntensity;
#endif
#elif defined(USE_ROUGHNESS_COLOR)
_surface.roughness = scn_commonprofile.roughness;
#else
_surface.roughness = 0;
#endif
#if (defined USE_NORMAL) && (USE_NORMAL == 2)
#ifdef USE_DOUBLE_SIDED
_surface.geometryNormal = normalize(in.normal.xyz) * in.orientationPreserved * ((float(isFrontFacing) * 2.0) - 1.0);
#else
_surface.geometryNormal = normalize(in.normal.xyz);
#endif
_surface.normal = _surface.geometryNormal;
#endif
#if defined(USE_TANGENT) && (USE_TANGENT == 2)
_surface.tangent = in.tangent;
#endif
#if defined(USE_BITANGENT) && (USE_BITANGENT == 2)
_surface.bitangent = in.bitangent;
#endif
#if (defined USE_POSITION) && (USE_POSITION == 2)
_surface.position = in.position;
#endif
#if (defined USE_VIEW) && (USE_VIEW == 2)
_surface.view = normalize(-in.position);
#endif
#ifdef USE_NORMAL_MAP
float3x3 ts2vs = float3x3(_surface.tangent, _surface.bitangent, _surface.normal);
_surface._normalTS = u_normalTexture.sample(u_normalTextureSampler, _surface.normalTexcoord).rgb * 2. - 1.;
// _surface.normal.z = 1. - sqrt(_surface.normal.x * _surface.normal.x + _surface.normal.y * _surface.normal.y);
#ifdef USE_NORMAL_INTENSITY
_surface._normalTS = mix(float3(0., 0., 1.), _surface._normalTS, scn_commonprofile.normalIntensity);
#endif
// transform the normal in view space
_surface.normal.rgb = normalize(ts2vs * _surface._normalTS);
#else
_surface._normalTS = float3(0.);
#endif
#ifdef USE_REFLECTIVE_MAP
float3 refl = reflect( -_surface.view, _surface.normal );
float m = 2.0 * sqrt( refl.x*refl.x + refl.y*refl.y + (refl.z+1.0)*(refl.z+1.0));
_surface.reflective = u_reflectiveTexture.sample(u_reflectiveTextureSampler, float2(float2(refl.x,-refl.y) / m) + 0.5);
#ifdef USE_REFLECTIVE_INTENSITY
_surface.reflective *= scn_commonprofile.reflectiveIntensity;
#endif
#elif defined(USE_REFLECTIVE_CUBEMAP)
float3 refl = reflect( _surface.position, _surface.normal );
_surface.reflective = u_reflectiveTexture.sample(u_reflectiveTextureSampler, scn::mat4_mult_float3(scn_frame.viewToCubeTransform, refl)); // sample the cube map in world space
#ifdef USE_REFLECTIVE_INTENSITY
_surface.reflective *= scn_commonprofile.reflectiveIntensity;
#endif
#elif defined(USE_REFLECTIVE_COLOR)
_surface.reflective = scn_commonprofile.reflectiveColor;
#elif defined(USE_REFLECTIVE)
_surface.reflective = float4(0.);
#endif
#ifdef USE_FRESNEL
_surface.fresnel = scn_commonprofile.fresnel.x + scn_commonprofile.fresnel.y * pow(1.0 - saturate(dot(_surface.view, _surface.normal)), scn_commonprofile.fresnel.z);
_surface.reflective *= _surface.fresnel;
#endif
#ifdef USE_SHININESS
_surface.shininess = scn_commonprofile.materialShininess;
#endif
#ifdef USE_SURFACE_MODIFIER
// DoSurfaceModifier START
// DoSurfaceModifier END
#endif
// Lighting
SCNShaderLightingContribution _lightingContribution = {0};
// Lighting
#ifdef USE_AMBIENT_LIGHTING
_lightingContribution.ambient = scn_frame.ambientLightingColor.rgb;
#endif
#ifdef USE_LIGHTING
#ifdef USE_PER_PIXEL_LIGHTING
_lightingContribution.diffuse = float3(0.);
#ifdef USE_MODULATE
_lightingContribution.modulate = float3(1.);
#endif
#ifdef USE_SPECULAR
_lightingContribution.specular = float3(0.);
#endif
{
SCNShaderLight _light;
_light.intensity = scn_lights.color0;
_light.direction = normalize(scn_lights.position0.xyz - _surface.position);
_light._att = 1.;
_light.intensity.rgb *= _light._att * max(0.f, dot(_surface.normal, _light.direction));
_lightingContribution.diffuse += _light.intensity.rgb;
}
#else // USE_PER_PIXEL_LIGHTING
_lightingContribution.diffuse = in.diffuse;
#ifdef USE_SPECULAR
_lightingContribution.specular = in.specular;
#endif
#endif
#ifdef AVOID_OVERLIGHTING
_lightingContribution.diffuse = saturate(_lightingContribution.diffuse);
#ifdef USE_SPECULAR
_lightingContribution.specular = saturate(_lightingContribution.specular);
#endif // USE_SPECULAR
#endif // AVOID_OVERLIGHTING
#else // USE_LIGHTING
_lightingContribution.diffuse = float3(1.);
#endif // USE_LIGHTING
// Combine
SCNOutput _output;
#ifdef USE_PBR
SCNPBRSurface pbr_surface = SCNShaderSurfaceToSCNPBRSurface(_surface);
pbr_surface.selfIlluminationOcclusion = scn_commonprofile.selfIlluminationOcclusion;
#ifdef USE_PROBES_LIGHTING
_output.color = scn_pbr_combine(pbr_surface, _lightingContribution, u_specularDFGTexture, u_radianceTexture, scn_node.shCoefficients, scn_frame);
#else
_output.color = scn_pbr_combine(pbr_surface, _lightingContribution, u_specularDFGTexture, u_radianceTexture, u_irradianceTexture, scn_frame);
#endif
_output.color.a = _surface.diffuse.a;
#else
_output.color = illuminate(_surface, _lightingContribution);
#endif
#ifdef USE_FOG
float fogFactor = pow(clamp(length(_surface.position.xyz) * scn_frame.fogParameters.x + scn_frame.fogParameters.y, 0., scn_frame.fogColor.a), scn_frame.fogParameters.z);
_output.color.rgb = mix(_output.color.rgb, scn_frame.fogColor.rgb * _output.color.a, fogFactor);
#endif
#ifndef DIFFUSE_PREMULTIPLIED
_output.color.rgb *= _surface.diffuse.a;
#endif
#ifdef USE_TRANSPARENT // Either a map or a color
#ifdef USE_TRANSPARENCY
_surface.transparent *= scn_commonprofile.transparency;
#endif
#ifdef USE_TRANSPARENCY_RGBZERO
#ifdef USE_NODE_OPACITY
_output.color *= in.nodeOpacity;
#endif
// compute luminance
_surface.transparent.a = (_surface.transparent.r * 0.212671) + (_surface.transparent.g * 0.715160) + (_surface.transparent.b * 0.072169);
_output.color *= (float4(1.) - _surface.transparent);
#else // ALPHA_ONE
#ifdef USE_NODE_OPACITY
_output.color *= (in.nodeOpacity * _surface.transparent.a);
#else
_output.color *= _surface.transparent.a;
#endif
#endif
#else
#ifdef USE_TRANSPARENCY // TRANSPARENCY without TRANSPARENT slot (nodeOpacity + diffuse.a)
#ifdef USE_NODE_OPACITY
_output.color *= (in.nodeOpacity * scn_commonprofile.transparency);
#else
_output.color *= scn_commonprofile.transparency;
#endif // NODE_OPACITY
#endif
#endif
#ifdef USE_FRAGMENT_MODIFIER
// DoFragmentModifier START
// DoFragmentModifier END
#endif
//#ifdef USE_SSAO
// _output.color.rgb = float3(_surface.ambientOcclusion);
//#endif
#ifdef USE_DISCARD
if (_output.color.a == 0.) // we could set a different limit here
discard_fragment();
#endif
return half4(_output.color);
}
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