metal-examples-tutorials/raymarching/raymarching.playground/Resources/Shaders.metal

55 lines
1.4 KiB
Metal
Executable File

#include <metal_stdlib>
using namespace metal;
struct Ray {
float3 origin;
float3 direction;
Ray(float3 o, float3 d) {
origin = o;
direction = d;
}
};
struct Sphere {
float3 center;
float radius;
Sphere(float3 c, float r) {
center = c;
radius = r;
}
};
float distToSphere(Ray ray, Sphere s) {
return length(ray.origin - s.center) - s.radius;
}
float distToScene(Ray r) {
Sphere s = Sphere(float3(1.), 0.5);
Ray repeatRay = r;
repeatRay.origin = fmod(r.origin, 2.0);
return distToSphere(repeatRay, s);
}
kernel void compute(texture2d<float, access::write> output [[texture(0)]],
constant float &time [[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;
float3 camPos = float3(1000. + sin(time) + 1., 1000. + cos(time) + 1., time);
Ray ray = Ray(camPos, normalize(float3(uv, 1.)));
float3 col = float3(0.);
for (int i=0.; i<100.; i++) {
float dist = distToScene(ray);
if (dist < 0.001) {
col = float3(1.);
break;
}
ray.origin += ray.direction * dist;
}
float3 posRelativeToCamera = ray.origin - camPos;
output.write(float4(col * abs((posRelativeToCamera) / 10.0), 1.), gid);
}