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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Name: Shader Art Coding Introduction
Author: kishimisu

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#include <metal_stdlib>
using namespace metal;
// Shader Art Coding Introduction — kishimisu
// MSL port of shader_art_coding_introduction.vk.glsl.
struct ShadertoyUBO {
float iTime;
float2 iResolution;
};
struct PassthroughVOut {
float4 pos [[position]];
float2 uv;
};
static float3 palette(float t) {
float3 a = float3(0.5, 0.5, 0.5);
float3 b = float3(0.5, 0.5, 0.5);
float3 c = float3(1.0, 1.0, 1.0);
float3 d = float3(0.263, 0.416, 0.557);
return a + b * cos(6.28318 * (c * t * d));
}
fragment float4 shader_art_coding_introduction_fs(PassthroughVOut in [[stage_in]],
constant ShadertoyUBO& U [[buffer(0)]]) {
float2 fragCoord = in.uv * U.iResolution;
float2 uv = (fragCoord * 2.0 - U.iResolution) / U.iResolution.y;
float2 uv0 = uv;
float3 finalColor = float3(0.0);
for (float i = 0.0; i < 4.0; i++) {
uv = fract(uv * 1.5) - 0.5;
float d = length(uv) * exp(-length(uv0));
float3 col = palette(length(uv0) + i * 0.4 + U.iTime * 0.4);
d = sin(d * 8.0 + U.iTime) / 8.0;
d = abs(d);
d = pow(0.01 / d, 1.2);
finalColor += col * d;
}
return float4(finalColor, 1.0);
}

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// Name: Shader Art Coding Introduction
// Author: kishimisu
// URL: https://www.shadertoy.com/view/mtyGWy
#version 330 core
precision highp float;
out vec4 FragColor;
in vec2 vUV;
uniform vec2 iResolution;
uniform float iTime;
vec3 palette( float t) {
vec3 a = vec3(0.5, 0.5, 0.5);
vec3 b = vec3(0.5, 0.5, 0.5);
vec3 c = vec3(1.0, 1.0, 1.0);
vec3 d = vec3(0.263, 0.416, 0.557);
return a + b * cos( 6.28318 * (c * t * d) );
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = (fragCoord * 2.0 - iResolution.xy) / iResolution.y;
vec2 uv0 = uv;
vec3 finalColor = vec3(0.0);
for (float i = 0.0; i < 4.0; i++) {
uv = fract(uv * 1.5) - 0.5;
float d = length(uv) * exp(-length(uv0));
vec3 col = palette(length(uv0) + i * 0.4 + iTime * 0.4);
d = sin(d * 8.0 + iTime) / 8.0;
d = abs(d);
d = pow(0.01 / d, 1.2);
finalColor += col * d;
}
fragColor = vec4(finalColor, 1.0);
}
void main() {
vec2 fragCoordPixels = vUV * iResolution;
vec4 outColor;
mainImage(outColor, fragCoordPixels);
FragColor = outColor;
}

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#version 450
// Name: Shader Art Coding Introduction
// Author: kishimisu
// URL: https://www.shadertoy.com/view/mtyGWy
layout(location = 0) in vec2 vUV;
layout(location = 0) out vec4 FragColor;
layout(set = 3, binding = 0) uniform ShadertoyUBO {
float iTime;
vec2 iResolution;
};
vec3 palette(float t) {
vec3 a = vec3(0.5, 0.5, 0.5);
vec3 b = vec3(0.5, 0.5, 0.5);
vec3 c = vec3(1.0, 1.0, 1.0);
vec3 d = vec3(0.263, 0.416, 0.557);
return a + b * cos(6.28318 * (c * t * d));
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord * 2.0 - iResolution.xy) / iResolution.y;
vec2 uv0 = uv;
vec3 finalColor = vec3(0.0);
for (float i = 0.0; i < 4.0; i++) {
uv = fract(uv * 1.5) - 0.5;
float d = length(uv) * exp(-length(uv0));
vec3 col = palette(length(uv0) + i * 0.4 + iTime * 0.4);
d = sin(d * 8.0 + iTime) / 8.0;
d = abs(d);
d = pow(0.01 / d, 1.2);
finalColor += col * d;
}
fragColor = vec4(finalColor, 1.0);
}
void main() {
vec2 fragCoordPixels = vUV * iResolution;
vec4 outColor;
mainImage(outColor, fragCoordPixels);
FragColor = outColor;
}