#include #include "EditorUtils.h" using namespace metal; half getLuma(half3 color) { return (0.299 * color.r) + (0.587 * color.g) + (0.114 * color.b); } half3 rgbToHsv(half3 c) { half4 K = half4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); half4 p = c.g < c.b ? half4(c.bg, K.wz) : half4(c.gb, K.xy); half4 q = c.r < p.x ? half4(p.xyw, c.r) : half4(c.r, p.yzx); half d = q.x - min(q.w, q.y); half e = 1.0e-10; return half3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } half3 hsvToRgb(half3 c) { half4 K = half4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); half3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } half3 rgbToHsl(half3 color) { half3 hsl; half fMin = min(min(color.r, color.g), color.b); half fMax = max(max(color.r, color.g), color.b); half delta = fMax - fMin; hsl.z = (fMax + fMin) / 2.0; if (delta == 0.0) { hsl.x = 0.0; hsl.y = 0.0; } else { if (hsl.z < 0.5) { hsl.y = delta / (fMax + fMin); } else { hsl.y = delta / (2.0 - fMax - fMin); } half deltaR = (((fMax - color.r) / 6.0) + (delta / 2.0)) / delta; half deltaG = (((fMax - color.g) / 6.0) + (delta / 2.0)) / delta; half deltaB = (((fMax - color.b) / 6.0) + (delta / 2.0)) / delta; if (color.r == fMax) { hsl.x = deltaB - deltaG; } else if (color.g == fMax) { hsl.x = (1.0 / 3.0) + deltaR - deltaB; } else if (color.b == fMax) { hsl.x = (2.0 / 3.0) + deltaG - deltaR; } if (hsl.x < 0.0) { hsl.x += 1.0; } else if (hsl.x > 1.0) { hsl.x -= 1.0; } } return hsl; } half hueToRgb(half f1, half f2, half hue) { if (hue < 0.0) { hue += 1.0; } else if (hue > 1.0) { hue -= 1.0; } half res; if ((6.0 * hue) < 1.0) { res = f1 + (f2 - f1) * 6.0 * hue; } else if ((2.0 * hue) < 1.0) { res = f2; } else if ((3.0 * hue) < 2.0) { res = f1 + (f2 - f1) * ((2.0 / 3.0) - hue) * 6.0; } else { res = f1; } return res; } half3 hslToRgb(half3 hsl) { half3 rgb; if (hsl.y == 0.0) { rgb = half3(hsl.z); } else { half f2; if (hsl.z < 0.5) { f2 = hsl.z * (1.0 + hsl.y); } else { f2 = (hsl.z + hsl.y) - (hsl.y * hsl.z); } half f1 = 2.0 * hsl.z - f2; rgb.r = hueToRgb(f1, f2, hsl.x + (1.0 / 3.0)); rgb.g = hueToRgb(f1, f2, hsl.x); rgb.b = hueToRgb(f1, f2, hsl.x - (1.0 / 3.0)); } return rgb; } half3 rgbToYuv(half3 inP) { half3 outP; outP.r = getLuma(inP); outP.g = (1.0 / 1.772) * (inP.b - outP.r); outP.b = (1.0 / 1.402) * (inP.r - outP.r); return outP; } half3 yuvToRgb(half3 inP) { float y = inP.r; float u = inP.g; float v = inP.b; half3 outP; outP.r = 1.402 * v + y; outP.g = (y - (0.299 * 1.402 / 0.587) * v - (0.114 * 1.772 / 0.587) * u); outP.b = 1.772 * u + y; return outP; } half easeInOutSigmoid(half value, half strength) { float t = 1.0 / (1.0 - strength); if (value > 0.5) { return 1.0 - pow(2.0 - 2.0 * value, t) * 0.5; } else { return pow(2.0 * value, t) * 0.5; } } half powerCurve(half inVal, half mag) { half outVal; float power = 1.0 + abs(mag); if (mag > 0.0) { power = 1.0 / power; } inVal = 1.0 - inVal; outVal = pow((1.0 - inVal), power); return outVal; } float4 rnm(float2 tc) { float noise = sin(dot(tc, float2(12.9898, 78.233))) * 43758.5453; float noiseR = fract(noise) * 2.0-1.0; float noiseG = fract(noise * 1.2154) * 2.0-1.0; float noiseB = fract(noise * 1.3453) * 2.0-1.0; float noiseA = fract(noise * 1.3647) * 2.0-1.0; return float4(noiseR,noiseG,noiseB,noiseA); } float fade(float t) { return t*t*t*(t*(t*6.0-15.0)+10.0); } float pnoise3D(float3 p) { const half permTexUnit = 1.0 / 256.0; const half permTexUnitHalf = 0.5 / 256.0; float3 pi = permTexUnit * floor(p) + permTexUnitHalf; float3 pf = fract(p); // Noise contributions from (x=0, y=0), z=0 and z=1 float perm00 = rnm(pi.xy).a ; float3 grad000 = rnm(float2(perm00, pi.z)).rgb * 4.0 - 1.0; float n000 = dot(grad000, pf); float3 grad001 = rnm(float2(perm00, pi.z + permTexUnit)).rgb * 4.0 - 1.0; float n001 = dot(grad001, pf - float3(0.0, 0.0, 1.0)); // Noise contributions from (x=0, y=1), z=0 and z=1 float perm01 = rnm(pi.xy + float2(0.0, permTexUnit)).a ; float3 grad010 = rnm(float2(perm01, pi.z)).rgb * 4.0 - 1.0; float n010 = dot(grad010, pf - float3(0.0, 1.0, 0.0)); float3 grad011 = rnm(float2(perm01, pi.z + permTexUnit)).rgb * 4.0 - 1.0; float n011 = dot(grad011, pf - float3(0.0, 1.0, 1.0)); // Noise contributions from (x=1, y=0), z=0 and z=1 float perm10 = rnm(pi.xy + float2(permTexUnit, 0.0)).a ; float3 grad100 = rnm(float2(perm10, pi.z)).rgb * 4.0 - 1.0; float n100 = dot(grad100, pf - float3(1.0, 0.0, 0.0)); float3 grad101 = rnm(float2(perm10, pi.z + permTexUnit)).rgb * 4.0 - 1.0; float n101 = dot(grad101, pf - float3(1.0, 0.0, 1.0)); // Noise contributions from (x=1, y=1), z=0 and z=1 float perm11 = rnm(pi.xy + float2(permTexUnit, permTexUnit)).a ; float3 grad110 = rnm(float2(perm11, pi.z)).rgb * 4.0 - 1.0; float n110 = dot(grad110, pf - float3(1.0, 1.0, 0.0)); float3 grad111 = rnm(float2(perm11, pi.z + permTexUnit)).rgb * 4.0 - 1.0; float n111 = dot(grad111, pf - float3(1.0, 1.0, 1.0)); // Blend contributions along x float4 n_x = mix(float4(n000, n001, n010, n011), float4(n100, n101, n110, n111), fade(pf.x)); // Blend contributions along y float2 n_xy = mix(n_x.xy, n_x.zw, fade(pf.y)); // Blend contributions along z float n_xyz = mix(n_xy.x, n_xy.y, fade(pf.z)); return n_xyz; } float2 coordRot(float2 tc, float angle) { float rotX = ((tc.x * 2.0 - 1.0) * cos(angle)) - ((tc.y * 2.0 - 1.0) * sin(angle)); float rotY = ((tc.y * 2.0 - 1.0) * cos(angle)) + ((tc.x * 2.0 - 1.0) * sin(angle)); rotX = rotX * 0.5 + 0.5; rotY = rotY * 0.5 + 0.5; return float2(rotX, rotY); } float sdfRoundedRectangle(float2 uv, float2 position, float2 size, float radius) { float2 q = abs(uv - position) - size + radius; return length(max(q, 0.0)) + min(max(q.x, q.y), 0.0) - radius; }