2023-06-17 22:27:07 +04:00

80 lines
2.5 KiB
Metal

#include <metal_stdlib>
using namespace metal;
typedef struct {
packed_float2 position;
} Vertex;
struct RasterizerData
{
float4 position [[position]];
};
vertex RasterizerData cameraBlobVertex
(
constant Vertex *vertexArray[[buffer(0)]],
uint vertexID [[ vertex_id ]]
) {
RasterizerData out;
out.position = vector_float4(vertexArray[vertexID].position[0], vertexArray[vertexID].position[1], 0.0, 1.0);
return out;
}
#define BindingDistance 0.25
#define AARadius 2.0
float smin(float a, float b, float k) {
float h = clamp(0.5 + 0.5 * (a - b) / k, 0.0, 1.0);
return mix(a, b, h) - k * h * (1.0 - h);
}
float sdfRoundedRectangle(float2 uv, float2 position, float 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;
}
float sdfCircle(float2 uv, float2 position, float radius) {
return length(uv - position) - radius;
}
float map(float2 uv, float3 primaryParameters, float2 primaryOffset, float3 secondaryParameters, float2 secondaryOffset) {
float primary = sdfRoundedRectangle(uv, primaryOffset, primaryParameters.x, primaryParameters.z);
float secondary = sdfCircle(uv, secondaryOffset, secondaryParameters.x);
float metaballs = 1.0;
metaballs = smin(metaballs, primary, BindingDistance);
metaballs = smin(metaballs, secondary, BindingDistance);
return metaballs;
}
fragment half4 cameraBlobFragment(RasterizerData in[[stage_in]],
constant uint2 &resolution[[buffer(0)]],
constant float3 &primaryParameters[[buffer(1)]],
constant float2 &primaryOffset[[buffer(2)]],
constant float3 &secondaryParameters[[buffer(3)]],
constant float2 &secondaryOffset[[buffer(4)]])
{
float2 R = float2(resolution.x, resolution.y);
float2 uv;
float offset;
if (R.x > R.y) {
uv = (2.0 * in.position.xy - R.xy) / R.y;
offset = uv.x;
} else {
uv = (2.0 * in.position.xy - R.xy) / R.x;
offset = uv.y;
}
float t = AARadius / resolution.y;
float cAlpha = 1.0 - primaryParameters.y;
float bound = primaryParameters.x + 0.05;
if (abs(offset) > bound) {
cAlpha = mix(0.0, 1.0, min(1.0, (abs(offset) - bound) * 2.4));
}
float c = smoothstep(t, -t, map(uv, primaryParameters, primaryOffset, secondaryParameters, secondaryOffset));
return half4(c, max(cAlpha, 0.231), max(cAlpha, 0.188), c);
}