#include using namespace metal; // Octograms — whisky_shusuky // MSL port of octograms.vk.glsl. The Shadertoy original uses a mutable // file-scope `gTime`; in MSL we pass it as a parameter through the chain. struct ShadertoyUBO { float iTime; float2 iResolution; }; struct PassthroughVOut { float4 pos [[position]]; float2 uv; }; static float2x2 rot(float a) { float c = cos(a), s = sin(a); return float2x2(c, s, -s, c); } static float sdBox(float3 p, float3 b) { float3 q = abs(p) - b; return length(max(q, float3(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0); } static float boxGeom(float3 pos, float scale) { pos *= scale; float base = sdBox(pos, float3(0.4, 0.4, 0.1)) / 1.5; pos.xy = (pos.xy * 5.0 - float2(0.0, 3.5)) * rot(0.75); return -base; } static float box_set(float3 pos, float gTime) { float3 pos_origin = pos; pos = pos_origin; pos.y += sin(gTime * 0.4) * 2.5; pos.xy = pos.xy * rot(0.8); float box1 = boxGeom(pos, 2.0 - abs(sin(gTime * 0.4)) * 1.5); pos = pos_origin; pos.y -= sin(gTime * 0.4) * 2.5; pos.xy = pos.xy * rot(0.8); float box2 = boxGeom(pos, 2.0 - abs(sin(gTime * 0.4)) * 1.5); pos = pos_origin; pos.x += sin(gTime * 0.4) * 2.5; pos.xy = pos.xy * rot(0.8); float box3 = boxGeom(pos, 2.0 - abs(sin(gTime * 0.4)) * 1.5); pos = pos_origin; pos.x -= sin(gTime * 0.4) * 2.5; pos.xy = pos.xy * rot(0.8); float box4 = boxGeom(pos, 2.0 - abs(sin(gTime * 0.4)) * 1.5); pos = pos_origin; pos.xy = pos.xy * rot(0.8); float box5 = boxGeom(pos, 0.5) * 6.0; pos = pos_origin; float box6 = boxGeom(pos, 0.5) * 6.0; return max(max(max(max(max(box1, box2), box3), box4), box5), box6); } fragment float4 octograms_fs(PassthroughVOut in [[stage_in]], constant ShadertoyUBO& U [[buffer(0)]]) { float2 fragCoord = in.uv * U.iResolution; float2 p = (fragCoord * 2.0 - U.iResolution) / min(U.iResolution.x, U.iResolution.y); float3 ro = float3(0.0, -0.2, U.iTime * 4.0); float3 ray = normalize(float3(p, 1.5)); ray.xy = ray.xy * rot(sin(U.iTime * 0.03) * 5.0); ray.yz = ray.yz * rot(sin(U.iTime * 0.05) * 0.2); float t = 0.1; float ac = 0.0; for (int i = 0; i < 99; i++) { float3 pos = ro + ray * t; pos = fract((pos - 2.0) / 4.0) * 4.0 - 2.0; float gTime = U.iTime - float(i) * 0.01; float d = box_set(pos, gTime); d = max(abs(d), 0.01); ac += exp(-d * 23.0); t += d * 0.55; } float3 col = float3(ac * 0.02); col += float3(0.0, 0.2 * abs(sin(U.iTime)), 0.5 + sin(U.iTime) * 0.2); return float4(col, 1.0 - t * (0.02 + 0.02 * sin(U.iTime))); }