// /** * Copyright (c) 2018 Razeware LLC * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * Notwithstanding the foregoing, you may not use, copy, modify, merge, publish, * distribute, sublicense, create a derivative work, and/or sell copies of the * Software in any work that is designed, intended, or marketed for pedagogical or * instructional purposes related to programming, coding, application development, * or information technology. Permission for such use, copying, modification, * merger, publication, distribution, sublicensing, creation of derivative works, * or sale is expressly withheld. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ #include #include #import "ShaderTypes.h" using namespace metal; struct Vertex { float4 position [[position]]; float2 uv; }; constant float2 quadVertices[] = { float2(-1, -1), float2(-1, 1), float2( 1, 1), float2(-1, -1), float2( 1, 1), float2( 1, -1) }; vertex Vertex vertexShader(unsigned short vid [[vertex_id]]) { float2 position = quadVertices[vid]; Vertex out; out.position = float4(position, 0, 1); out.uv = position * 0.5 + 0.5; return out; } fragment float4 fragmentShader(Vertex in [[stage_in]], texture2d tex) { constexpr sampler s(min_filter::nearest, mag_filter::nearest, mip_filter::none); float3 color = tex.sample(s, in.uv).xyz; return float4(color, 1.0); } kernel void accumulateKernel(constant Uniforms & uniforms, texture2d renderTex, texture2d t, uint2 tid [[thread_position_in_grid]]) { if (tid.x < uniforms.width && tid.y < uniforms.height) { float3 color = renderTex.read(tid).xyz; if (uniforms.frameIndex > 0) { float3 prevColor = t.read(tid).xyz; prevColor *= uniforms.frameIndex; color += prevColor; color /= (uniforms.frameIndex + 1); } t.write(float4(color, 1.0), tid); } }