#include using namespace metal; // Cineshader Lava — edankwan // MSL port of cineshader_lava.vk.glsl. struct ShadertoyUBO { float iTime; float2 iResolution; }; struct PassthroughVOut { float4 pos [[position]]; float2 uv; }; static float opSmoothUnion(float d1, float d2, float k) { float h = clamp(0.5 + 0.5 * (d2 - d1) / k, 0.0, 1.0); return mix(d2, d1, h) - k * h * (1.0 - h); } static float sdSphere(float3 p, float s) { return length(p) - s; } static float map(float3 p, float iTime) { float d = 2.0; for (int i = 0; i < 16; i++) { float fi = float(i); float time = iTime * (fract(fi * 412.531 + 0.513) - 0.5) * 2.0; d = opSmoothUnion( sdSphere(p + sin(time + fi * float3(52.5126, 64.62744, 632.25)) * float3(2.0, 2.0, 0.8), mix(0.5, 1.0, fract(fi * 412.531 + 0.5124))), d, 0.4 ); } return d; } static float3 calcNormal(float3 p, float iTime) { const float h = 1e-5; const float2 k = float2(1, -1); return normalize(k.xyy * map(p + k.xyy * h, iTime) + k.yyx * map(p + k.yyx * h, iTime) + k.yxy * map(p + k.yxy * h, iTime) + k.xxx * map(p + k.xxx * h, iTime)); } fragment float4 cineshader_lava_fs(PassthroughVOut in [[stage_in]], constant ShadertoyUBO& U [[buffer(0)]]) { float2 fragCoord = in.uv * U.iResolution; float2 uv = fragCoord / U.iResolution; float3 rayOri = float3((uv - 0.5) * float2(U.iResolution.x / U.iResolution.y, 1.0) * 6.0, 3.0); float3 rayDir = float3(0.0, 0.0, -1.0); float depth = 0.0; float3 p = float3(0.0); for (int i = 0; i < 64; i++) { p = rayOri + rayDir * depth; float dist = map(p, U.iTime); depth += dist; if (dist < 1e-6) { break; } } depth = min(6.0, depth); float3 n = calcNormal(p, U.iTime); float b = max(0.0, dot(n, float3(0.577))); float3 col = (0.5 + 0.5 * cos((b + U.iTime * 3.0) + uv.xyx * 2.0 + float3(0, 2, 4))) * (0.85 + b * 0.35); col *= exp(-depth * 0.15); return float4(col, 1.0 - (depth - 0.5) / 2.0); }