Reestructura carpetes: src->source, third_party->source/external, shaders->data/shaders

This commit is contained in:
2026-05-04 13:21:34 +02:00
parent cec347a97c
commit e51ee84167
82 changed files with 36 additions and 39 deletions

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#include <metal_stdlib>
using namespace metal;
// Just Another Cube — mrange
// MSL port of just_another_cube.vk.glsl. The Shadertoy original uses
// mutable file-scope globals; in MSL we pass them by reference.
struct ShadertoyUBO {
float iTime;
float2 iResolution;
};
struct PassthroughVOut {
float4 pos [[position]];
float2 uv;
};
constant float M = 1e-3;
static float D(float3 p,
thread float2x2& R,
thread float& d,
thread float& G) {
p.xy = p.xy * R;
p.xz = p.xz * R;
float3 S = sin(123.0 * p);
float shell = abs(length(p) - 0.6);
p *= p * p * p;
d = pow(dot(p, p), 0.125) - 0.5
- pow(1.0 + S.x * S.y * S.z, 8.0) / 1e5;
G = min(G, max(shell, d));
return d;
}
fragment float4 just_another_cube_fs(PassthroughVOut in [[stage_in]],
constant ShadertoyUBO& U [[buffer(0)]]) {
float2 C = in.uv * U.iResolution;
float2x2 R;
float d = 1.0, z = 0.0, G = 9.0;
float3 r = float3(U.iResolution, U.iResolution.y);
float3 I = normalize(float3(C - 0.5 * r.xy, r.y));
float3 B = float3(1, 2, 9) * M;
float3 p = float3(0.0);
float3 O = float3(0.0);
{
float4 cs = cos(0.3 * U.iTime + float4(0, 11, 33, 0));
R = float2x2(cs.x, cs.y, cs.z, cs.w);
}
for (; z < 9.0 && d > M; z += D(p, R, d, G)) {
p = z * I;
p.z -= 2.0;
}
if (z < 9.0) {
for (int i = 0; i < 3; ) {
r = float3(0.0);
r[i] = M;
O[i++] = D(p + r, R, d, G) - D(p - r, R, d, G);
}
O = normalize(O);
z = 1.0 + dot(O, I);
r = reflect(I, O);
C = (p + r * (5.0 - p.y) / abs(r.y)).xz;
float3 colorTerm;
if (r.y > 0.0) {
d = sqrt(length(C * C)) + 1.0;
colorTerm = 5e2 * smoothstep(5.0, 4.0, d) * d * B;
} else {
colorTerm = exp(-2.0 * length(C)) * (B / M - 1.0);
}
O = z * z * colorTerm + pow(1.0 + O.y, 5.0) * B;
}
float4 result = sqrt(float4(O + B / G, O.x + B.x / G));
return result;
}

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// Name: Just Another Cube
// Author: mrange
// URL: https://www.shadertoy.com/view/3XdXRr
#version 330 core
precision highp float;
out vec4 FragColor;
in vec2 vUV;
uniform vec2 iResolution;
uniform float iTime;
// CC0: Just another cube
// Glowtracers are great for compact coding, but I wanted to see how much
// I could squeeze a more normal raymarcher in terms of characters used.
// Twigl: https://twigl.app?ol=true&ss=-OW-y9xgRgWubwKcn0Nd
// == Globals ==
// Single-letter variable names are used to save characters (code golfing).
mat2 R; // A 2D rotation matrix, calculated once per frame in mainImage and used by D.
float d=1. // Stores the most recent distance to the scene from the ray's position.
, z=0. // Stores the total distance traveled along the ray (initialized to avoid undefined behavior)
, G=9. // "Glow" variable. Tracks the closest the ray comes to the object (for volumetric glow effect).
, M=1e-3
;
// == Distance Function (SDF - Signed Distance Field) ==
// This function calculates the shortest distance from a given point 'p' to the scene geometry.
// A positive result means the point is outside an object, negative is inside, and zero is on the surface.
// This is the core of "raymarching", as it tells us the largest safe step we can take along a ray.
float D(vec3 p) {
// Apply two rotations to the point's coordinates. This twists the space the object
// exists in, making the simple cube shape appear more complex and animated.
p.xy *= R;
p.xz *= R;
// Create a higher-frequency version of the coordinate for detailed surface patterns.
vec3 S = sin(123.*p);
// This creates a volumetric glow effect by tracking the minimum distance
// to either the existing glow value or a glowing shell around the object.
G = min(
G
// The glowing shell
, max(
abs(length(p)-.6)
// The main object distance calculation:
// 1. A superquadric (rounded cube shape) is created using an L8-norm.
// The expression `pow(dot(p=p*p*p*p,p),.125)` is a golfed version of
// `pow(pow(p.x,8)+pow(p.y,8)+pow(p.z,8), 1./8.)`.
// The `- .5` defines the object's size.
, d = pow(dot(p*=p*p*p,p),.125) - .5
// 2. Surface detail subtraction. This creates small surface variations
// using high-frequency sine waves for more appealing reflections.
- pow(1.+S.x*S.y*S.z,8.)/1e5
)
);
return d;
}
// == Main Render Function ==
// This function is called for every pixel on the screen to determine its color.
// 'o' is the final output color (rgba). 'C' is the input pixel coordinate (xy).
void mainImage(out vec4 o, vec2 C) {
// Single-letter variable names are used to save characters (code golfing).
vec3 p // The current point in 3D space along the ray.
, O // Multi-purpose vector: color accumulator, then normal vector, then final color.
, r=vec3(iResolution.xy, iResolution.y) // 'r' holds screen resolution, later re-used for the epsilon vector and reflection.
// 'I' is the Ray Direction vector. It's calculated once per pixel.
// This converts the 2D screen coordinate 'C' into a 3D direction, creating the camera perspective.
, I=normalize(vec3(C-.5*r.xy, r.y))
// Base glow color (dark bluish tint).
, B=vec3(1,2,9)*M
;
// == Raymarching Loop ==
// This loop "marches" a ray from the camera out into the scene to find what it hits.
// It uses a golfed structure where the body of the loop updates the ray position 'p',
// and the "advancement" step moves the ray forward.
for(
// -- Initializer (runs once before the loop) --
// Calculate the rotation matrix for this frame based on time.
R = mat2(cos(.3*iTime+vec4(0,11,33,0)))
// -- Condition --
// Loop while total distance 'z' is less than 9 and we are not yet touching a surface (d > 1e-3).
; z<9. && d > M
// -- Advancement --
// The ray advances by the safe distance 'd' returned by D(p).
// The result of D(p) is also assigned to the global 'd' inside the function.
; z += D(p)
)
// -- Loop Body --
// Calculate the current position 'p' in world space.
// The camera starts at (0,0,-2) and points forward.
p = z*I
, p.z -= 2.
;
// -- Hit Condition --
// If the loop finished because z exceeded the max distance, we hit nothing. Otherwise, we hit the surface.
if (z < 9.) {
// -- Calculate Surface Normal --
// Estimate the gradient ∇D at the hit point 'p' via central differences on the SDF D.
// We use ε = 1e-3 and loop over each axis (x, y, z):
// • Zero r, then set r[i] = ε.
// • Compute O[i] = D(p + r) D(p r).
// After the loop, O holds the unnormalized normal vector.
for (
int i=0 // axis index: 0→x, 1→y, 2→z (initialized to avoid warnings)
; i < 3
; O[i++] = D(p+r) - D(p-r)
)
r -= r // clear r to vec3(0)
, r[i] = M // set only the i-th component
;
// -- Lighting and Shading --
// 'z' is re-purposed to store a fresnel factor (1 - cos(angle)) for edge brightness.
// `dot(O, I)` calculates how much the surface faces away from the camera.
// O is also normalized here to become a proper normal vector.
z = 1.+dot(O = normalize(O),I);
// 'r' is re-purposed to store the reflection vector.
r = reflect(I,O);
// Calculate a point 'C' along the reflection vector 'r' to sample a background color.
// For upward reflections (r.y > 0), this finds the intersection with the plane y=5.
C = (p+r*(5.-p.y)/abs(r.y)).xz;
// Calculate the final color 'O' of the hit point.
O =
// Multiply by the fresnel factor squared for stronger edge reflections.
z*z *
// Use a ternary operator to decide the color based on where the reflection ray goes.
(
// If the reflection vector points upward...
r.y>0.
// ...sample a procedural "sky" with a radial gradient and blue tint.
? 5e2*smoothstep(5., 4., d = sqrt(length(C*C))+1.)*d*B
// ...otherwise, sample a "floor" with a deep blue exponential falloff.
: exp(-2.*length(C))*(B/M-1.)
)
// Add rim lighting (brighter on upward-facing surfaces).
+ pow(1.+O.y,5.)*B
;
}
// == Tonemapping & Output ==
// Apply final effects and map the High Dynamic Range (HDR) color to a displayable range.
// Add glow contribution: smaller G values (closer ray passes) create a brighter blue glow.
o = sqrt(O+B/G).xyzx;
}
void main() {
vec2 fragCoordPixels = vUV * iResolution;
vec4 outColor;
mainImage(outColor, fragCoordPixels);
FragColor = outColor;
}

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#version 450
// Name: Just Another Cube
// Author: mrange
// URL: https://www.shadertoy.com/view/3XdXRr
// CC0: Just another cube
layout(location = 0) in vec2 vUV;
layout(location = 0) out vec4 FragColor;
layout(set = 3, binding = 0) uniform ShadertoyUBO {
float iTime;
vec2 iResolution;
};
mat2 R;
float d = 1.;
float z = 0.;
float G = 9.;
float M = 1e-3;
float D(vec3 p) {
p.xy *= R;
p.xz *= R;
vec3 S = sin(123. * p);
G = min(
G,
max(
abs(length(p) - .6),
d = pow(dot(p *= p * p * p, p), .125) - .5
- pow(1. + S.x * S.y * S.z, 8.) / 1e5
)
);
return d;
}
void mainImage(out vec4 o, vec2 C) {
vec3 p,
O,
r = vec3(iResolution.xy, iResolution.y),
I = normalize(vec3(C - .5 * r.xy, r.y)),
B = vec3(1, 2, 9) * M;
for (
R = mat2(cos(.3 * iTime + vec4(0, 11, 33, 0)));
z < 9. && d > M;
z += D(p)
)
p = z * I,
p.z -= 2.;
O = vec3(0.0);
if (z < 9.) {
for (int i = 0; i < 3; ) {
r -= r;
r[i] = M;
O[i++] = D(p + r) - D(p - r);
}
z = 1. + dot(O = normalize(O), I);
r = reflect(I, O);
C = (p + r * (5. - p.y) / abs(r.y)).xz;
O =
z * z *
(
r.y > 0.
? 5e2 * smoothstep(5., 4., d = sqrt(length(C * C)) + 1.) * d * B
: exp(-2. * length(C)) * (B / M - 1.)
)
+ pow(1. + O.y, 5.) * B;
}
o = sqrt(O + B / G).xyzx;
}
void main() {
vec2 fragCoordPixels = vUV * iResolution;
vec4 outColor;
mainImage(outColor, fragCoordPixels);
FragColor = outColor;
}

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Name: Just Another Cube
Author: mrange