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