#include using namespace metal; // Remember — diatribes // MSL port of remember.vk.glsl. struct ShadertoyUBO { float iTime; float2 iResolution; }; struct PassthroughVOut { float4 pos [[position]]; float2 uv; }; static float hash12(float2 p) { float3 p3 = fract(float3(p.xyx) * 0.1031); p3 += dot(p3, p3.yzx + 33.33); return fract((p3.x + p3.y) * p3.z); } fragment float4 remember_fs(PassthroughVOut in [[stage_in]], constant ShadertoyUBO& U [[buffer(0)]]) { float2 fragCoord = in.uv * U.iResolution; float2 u = fragCoord; float3 q, p = float3(U.iResolution, U.iResolution.x / U.iResolution.y); float i = 0.0, s = 0.0; float d = 0.125 * hash12(u); float t = U.iTime * 0.1; u = (u + u - p.xy) / p.y; if (abs(u.y) > 0.8) { return float4(0); } float4 o = float4(0.0); for (; i < 64.0; i++) { q = p = float3(u * d, d + t * 5.0); // mat2(cos(.1*p.z+.1*t+vec4(0,33,11,0))) — column-major: (m00,m10,m01,m11) float4 cs = cos(0.1 * p.z + 0.1 * t + float4(0, 33, 11, 0)); float2x2 m = float2x2(cs.x, cs.y, cs.z, cs.w); p.xy = p.xy * m; q.xz = cos(q.xz); p.z = cos(p.z); for (s = 1.0; s++ < 6.0;) { q += sin(0.6 * t + p.zxy * 0.6); p += sin(t + t + p.yzx * s) * 0.6; } s = 0.02 + abs(min(length(p + 3.0 * sin(p.z * 0.5)) - 4.0, length(q - 2.0 * sin(p.z * 0.4)) - 6.0)) * 0.2; d += s; float4 brightTerm = min(0.01 * float4(6, 2, 1, 0) / max(length(u * sin(t + t + t)), 0.001), float4(50.0)); o += brightTerm + 1.0 / s * length(u); } o = tanh(max(o / 6e2 + dot(u, u) * 0.35, 0.0)); return o; }