#include using namespace metal; // Seascape — Alexander Alekseev (TDM, 2014) // MSL port of seascape.vk.glsl. iTime threaded through helpers because // MSL does not allow file-scope mutable globals. struct ShadertoyUBO { float iTime; float2 iResolution; }; struct PassthroughVOut { float4 pos [[position]]; float2 uv; }; constant int NUM_STEPS = 32; constant float PI = 3.141592; constant float EPSILON = 1e-3; constant int ITER_GEOMETRY = 3; constant int ITER_FRAGMENT = 5; constant float SEA_HEIGHT = 0.6; constant float SEA_CHOPPY = 4.0; constant float SEA_SPEED = 0.8; constant float SEA_FREQ = 0.16; constant float3 SEA_BASE = float3(0.0, 0.09, 0.18); constant float3 SEA_WATER_COLOR = float3(0.8, 0.9, 0.6) * 0.6; constant float2x2 octave_m = float2x2(1.6, 1.2, -1.2, 1.6); static float3x3 fromEuler(float3 ang) { float2 a1 = float2(sin(ang.x), cos(ang.x)); float2 a2 = float2(sin(ang.y), cos(ang.y)); float2 a3 = float2(sin(ang.z), cos(ang.z)); float3x3 m; m[0] = float3(a1.y * a3.y + a1.x * a2.x * a3.x, a1.y * a2.x * a3.x + a3.y * a1.x, -a2.y * a3.x); m[1] = float3(-a2.y * a1.x, a1.y * a2.y, a2.x); m[2] = float3(a3.y * a1.x * a2.x + a1.y * a3.x, a1.x * a3.x - a1.y * a3.y * a2.x, a2.y * a3.y); return m; } static float hash(float2 p) { float h = dot(p, float2(127.1, 311.7)); return fract(sin(h) * 43758.5453123); } static float noise(float2 p) { float2 i = floor(p); float2 f = fract(p); float2 u = f * f * (3.0 - 2.0 * f); return -1.0 + 2.0 * mix(mix(hash(i + float2(0.0, 0.0)), hash(i + float2(1.0, 0.0)), u.x), mix(hash(i + float2(0.0, 1.0)), hash(i + float2(1.0, 1.0)), u.x), u.y); } static float diffuseLight(float3 n, float3 l, float p) { return pow(dot(n, l) * 0.4 + 0.6, p); } static float specularLight(float3 n, float3 l, float3 e, float s) { float nrm = (s + 8.0) / (PI * 8.0); return pow(max(dot(reflect(e, n), l), 0.0), s) * nrm; } static float3 getSkyColor(float3 e) { e.y = (max(e.y, 0.0) * 0.8 + 0.2) * 0.8; return float3(pow(1.0 - e.y, 2.0), 1.0 - e.y, 0.6 + (1.0 - e.y) * 0.4) * 1.1; } static float sea_octave(float2 uv, float choppy) { uv += noise(uv); float2 wv = 1.0 - abs(sin(uv)); float2 swv = abs(cos(uv)); wv = mix(wv, swv, wv); return pow(1.0 - pow(wv.x * wv.y, 0.65), choppy); } static float seaMap(float3 p, float iTime, int iter) { float SEA_TIME = 1.0 + iTime * SEA_SPEED; float freq = SEA_FREQ; float amp = SEA_HEIGHT; float choppy = SEA_CHOPPY; float2 uv = p.xz; uv.x *= 0.75; float d, h = 0.0; for (int i = 0; i < iter; i++) { d = sea_octave((uv + SEA_TIME) * freq, choppy); d += sea_octave((uv - SEA_TIME) * freq, choppy); h += d * amp; uv = uv * octave_m; freq *= 1.9; amp *= 0.22; choppy = mix(choppy, 1.0, 0.2); } return p.y - h; } static float3 getSeaColor(float3 p, float3 n, float3 l, float3 eye, float3 dist) { float fresnel = clamp(1.0 - dot(n, -eye), 0.0, 1.0); fresnel = min(fresnel * fresnel * fresnel, 0.5); float3 reflected = getSkyColor(reflect(eye, n)); float3 refracted = SEA_BASE + diffuseLight(n, l, 80.0) * SEA_WATER_COLOR * 0.12; float3 color = mix(refracted, reflected, fresnel); float atten = max(1.0 - dot(dist, dist) * 0.001, 0.0); color += SEA_WATER_COLOR * (p.y - SEA_HEIGHT) * 0.18 * atten; color += specularLight(n, l, eye, 600.0 * rsqrt(dot(dist, dist))); return color; } static float3 getNormal(float3 p, float eps, float iTime) { float3 n; n.y = seaMap(p, iTime, ITER_FRAGMENT); n.x = seaMap(float3(p.x + eps, p.y, p.z), iTime, ITER_FRAGMENT) - n.y; n.z = seaMap(float3(p.x, p.y, p.z + eps), iTime, ITER_FRAGMENT) - n.y; n.y = eps; return normalize(n); } static float heightMapTracing(float3 ori, float3 dir, thread float3& p, float iTime) { float tm = 0.0; float tx = 1000.0; float hx = seaMap(ori + dir * tx, iTime, ITER_GEOMETRY); if (hx > 0.0) { p = ori + dir * tx; return tx; } float hm = seaMap(ori, iTime, ITER_GEOMETRY); for (int i = 0; i < NUM_STEPS; i++) { float tmid = mix(tm, tx, hm / (hm - hx)); p = ori + dir * tmid; float hmid = seaMap(p, iTime, ITER_GEOMETRY); if (hmid < 0.0) { tx = tmid; hx = hmid; } else { tm = tmid; hm = hmid; } if (abs(hmid) < EPSILON) break; } return mix(tm, tx, hm / (hm - hx)); } static float3 getPixel(float2 coord, float time, float2 iResolution, float iTime) { float2 uv = coord / iResolution; uv = uv * 2.0 - 1.0; uv.x *= iResolution.x / iResolution.y; float3 ang = float3(sin(time * 3.0) * 0.1, sin(time) * 0.2 + 0.3, time); float3 ori = float3(0.0, 3.5, time * 5.0); float3 dir = normalize(float3(uv.xy, -2.0)); dir.z += length(uv) * 0.14; dir = normalize(dir) * fromEuler(ang); float3 p; heightMapTracing(ori, dir, p, iTime); float3 dist = p - ori; float EPSILON_NRM = 0.1 / iResolution.x; float3 n = getNormal(p, dot(dist, dist) * EPSILON_NRM, iTime); float3 light = normalize(float3(0.0, 1.0, 0.8)); return mix( getSkyColor(dir), getSeaColor(p, n, light, dir, dist), pow(smoothstep(0.0, -0.02, dir.y), 0.2)); } fragment float4 seascape_fs(PassthroughVOut in [[stage_in]], constant ShadertoyUBO& U [[buffer(0)]]) { float2 fragCoord = in.uv * U.iResolution; float time = U.iTime * 0.3; float3 color = getPixel(fragCoord, time, U.iResolution, U.iTime); return float4(pow(color, float3(0.65)), 1.0); }