metal-examples-tutorials/ch14/chapter14.playground/Resources/Shaders.metal

49 lines
1.2 KiB
Metal
Executable File

#include <metal_stdlib>
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<float, access::write> 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);
}