MetalByTutorials/21-metal-performance-shaders/projects/final/Raytracing/Raytracing Shared/Shaders.metal

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Metal

//
/**
* 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 <metal_stdlib>
#include <simd/simd.h>
#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<float> 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<float> renderTex,
texture2d<float, access::read_write> 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);
}
}