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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@@ -0,0 +1,40 @@
#include <metal_stdlib>
using namespace metal;
// Water — diatribes
// MSL port of water.vk.glsl. Entry point is named after the shader (water_fs).
struct ShadertoyUBO {
float iTime;
float2 iResolution;
};
struct PassthroughVOut {
float4 pos [[position]];
float2 uv;
};
fragment float4 water_fs(PassthroughVOut in [[stage_in]],
constant ShadertoyUBO& U [[buffer(0)]]) {
float2 fragCoord = in.uv * U.iResolution;
float2 u = fragCoord;
float s = 0.002, i = 0.0, n;
float3 r = float3(U.iResolution, U.iResolution.x / U.iResolution.y);
float3 p = float3(0);
u = (u - r.xy / 2.0) / r.y - 0.3;
float4 o = float4(0);
for (; i < 32.0 && s > 0.001; i++) {
float4 term = float4(5, 2, 1, 0) / max(length(u - 0.1), 0.001);
o += min(term, float4(100.0));
p += float3(u * s, s);
s = 1.0 + p.y;
for (n = 0.01; n < 1.0; n += n) {
s += abs(dot(sin(p.z + U.iTime + p / n), float3(1))) * n * 0.1;
}
}
o = tanh(o / 5e2);
return o;
}