#include using namespace metal; float random(float2 p) { return fract(sin(dot(p, float2(15.79, 81.93)) * 45678.9123)); } float noise(float2 p) { float2 i = floor(p); float2 f = fract(p); f = f * f * (3.0 - 2.0 * f); float bottom = mix(random(i + float2(0)), random(i + float2(1.0, 0.0)), f.x); float top = mix(random(i + float2(0.0, 1.0)), random(i + float2(1)), f.x); float t = mix(bottom, top, f.y); return t; } float fbm(float2 uv) { float sum = 0; float amp = 0.7; for(int i = 0; i < 4; ++i) { sum += noise(uv) * amp; uv += uv * 1.2; amp *= 0.4; } return sum; } kernel void compute(texture2d output [[texture(0)]], constant float &timer [[buffer(0)]], uint2 gid [[thread_position_in_grid]]) { int width = output.get_width(); int height = output.get_height(); float2 uv = float2(gid) / float2(width, height); uv = uv * 2.0 - 1.0; float radius = 0.5; float distance = length(uv) - radius; uv = fmod(uv + float2(timer * 0.2, 0), float2(width, height)); float t = fbm( uv * 3 ); output.write(distance < 0 ? float4(float3(t), 1) : float4(0), gid); }