#include #include "loki_header.metal" using namespace metal; struct Rectangle { float2 origin; float2 size; }; constant static float2 quadVertices[6] = { float2(0.0, 0.0), float2(1.0, 0.0), float2(0.0, 1.0), float2(1.0, 0.0), float2(0.0, 1.0), float2(1.0, 1.0) }; struct QuadVertexOut { float4 position [[position]]; float2 uv; float alpha; }; float2 mapLocalToScreenCoordinates(const device Rectangle &rect, const device float2 &size, float2 position) { float2 result = float2(rect.origin.x + position.x / size.x * rect.size.x, rect.origin.y + position.y / size.y * rect.size.y); result.x = -1.0 + result.x * 2.0; result.y = -1.0 + result.y * 2.0; return result; } struct Particle { packed_float2 offsetFromBasePosition; packed_float2 velocity; float lifetime; }; kernel void dustEffectInitializeParticle( device Particle *particles [[ buffer(0) ]], uint gid [[ thread_position_in_grid ]] ) { Loki rng = Loki(gid); Particle particle; particle.offsetFromBasePosition = packed_float2(0.0, 0.0); float direction = rng.rand() * (3.14159265 * 2.0); float velocity = (0.1 + rng.rand() * (0.2 - 0.1)) * 420.0; particle.velocity = packed_float2(cos(direction) * velocity, sin(direction) * velocity); particle.lifetime = 0.7 + rng.rand() * (1.5 - 0.7); particles[gid] = particle; } float particleEaseInWindowFunction(float t) { return t; } float particleEaseInValueAt(float fraction, float t) { float windowSize = 0.8; float effectiveT = t; float windowStartOffset = -windowSize; float windowEndOffset = 1.0; float windowPosition = (1.0 - fraction) * windowStartOffset + fraction * windowEndOffset; float windowT = max(0.0, min(windowSize, effectiveT - windowPosition)) / windowSize; float localT = 1.0 - particleEaseInWindowFunction(windowT); return localT; } kernel void dustEffectUpdateParticle( device Particle *particles [[ buffer(0) ]], const device uint2 &size [[ buffer(1) ]], const device float &phase [[ buffer(2) ]], const device float &timeStep [[ buffer(3) ]], uint gid [[ thread_position_in_grid ]] ) { uint count = size.x * size.y; if (gid >= count) { return; } constexpr float easeInDuration = 0.8; float effectFraction = max(0.0, min(easeInDuration, phase)) / easeInDuration; uint particleX = gid % size.x; float particleXFraction = float(particleX) / float(size.x); float particleFraction = particleEaseInValueAt(effectFraction, particleXFraction); //Loki rng = Loki(gid, uint(phase * timeStep)); //float2 offsetNorm = float2(1.0, 1.0) * 10.0 * timeStep; Particle particle = particles[gid]; particle.offsetFromBasePosition += (particle.velocity * timeStep) * particleFraction; //particle.velocity += ((-offsetNorm) * 0.5 + float2(rng.rand(), rng.rand()) * offsetNorm) * particleFraction; //particle.velocity = particle.velocity * (1.0 - particleFraction) + particle.velocity * 1.001 * particleFraction; particle.velocity += float2(0.0, timeStep * 120.0) * particleFraction; particle.lifetime = max(0.0, particle.lifetime - timeStep * particleFraction); particles[gid] = particle; } vertex QuadVertexOut dustEffectVertex( const device Rectangle &rect [[ buffer(0) ]], const device float2 &size [[ buffer(1) ]], const device uint2 &particleResolution [[ buffer(2) ]], const device Particle *particles [[ buffer(3) ]], unsigned int vid [[ vertex_id ]], unsigned int particleId [[ instance_id ]] ) { QuadVertexOut out; float2 quadVertex = quadVertices[vid]; uint particleIndexX = particleId % particleResolution.x; uint particleIndexY = particleId / particleResolution.x; Particle particle = particles[particleId]; float2 particleSize = size / float2(particleResolution); float2 topLeftPosition = float2(float(particleIndexX) * particleSize.x, float(particleIndexY) * particleSize.y); out.uv = (topLeftPosition + quadVertex * particleSize) / size; topLeftPosition += particle.offsetFromBasePosition; float2 position = topLeftPosition + quadVertex * particleSize; out.position = float4(mapLocalToScreenCoordinates(rect, size, position), 0.0, 1.0); out.alpha = max(0.0, min(0.3, particle.lifetime) / 0.3); return out; } fragment half4 dustEffectFragment( QuadVertexOut in [[stage_in]], texture2d inTexture [[ texture(0) ]] ) { constexpr sampler sampler(coord::normalized, address::clamp_to_edge, filter::linear); half4 color = inTexture.sample(sampler, float2(in.uv.x, 1.0 - in.uv.y)); return color * in.alpha; }