I'm trying to understand what is the equivalent of mix
OpenGL
function in metal. This is the OpenGL
code I'm trying to convert:
float udRoundBox( vec2 p, vec2 b, float r )
{
return length(max(abs(p)-b+r,0.0))-r;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
// setup
float t = 0.2 + 0.2 * sin(mod(iTime, 2.0 * PI) - 0.5 * PI);
float iRadius = min(iResolution.x, iResolution.y) * (0.05 + t);
vec2 halfRes = 0.5 * iResolution.xy;
// compute box
float b = udRoundBox( fragCoord.xy - halfRes, halfRes, iRadius );
// colorize (red / black )
vec3 c = mix( vec3(1.0,0.0,0.0), vec3(0.0,0.0,0.0), smoothstep(0.0,1.0,b) );
fragColor = vec4( c, 1.0 );
}
I was able to convert part of it so far:
float udRoundBox( float2 p, float2 b, float r )
{
return length(max(abs(p)-b+r,0.0))-r;
}
float4 cornerRadius(sampler_h src) {
float2 greenCoord = src.coord(); // this is alreay in relative coords; no need to devide by image size
float t = 0.5;
float iRadius = min(greenCoord.x, greenCoord.y) * (t);
float2 halfRes = float2(greenCoord.x * 0.5, greenCoord.y * 0.5);
float b = udRoundBox( float2(greenCoord.x - halfRes.x, greenCoord.y - halfRes.y), halfRes, iRadius );
float3 c = mix(float3(1.0,0.0,0.0), float3(0.0,0.0,0.0), smoothstep(0.0,1.0,b) );
return float4(c, 1.0);
}
But it's producing green screen. I'm trying to achieve corner radius on a video like so:
The problem is, that greenCoord
(which was only a good variable name for the other question you asked, by the way) is the relative coordinate of the current pixel and has nothing to do with the absolute input resolution.
If you want a replacement for your iResolution
, use src.size()
instead.
And it seems you need your input coordinates in absolute (pixel) units. You can achieve that by adding a destination
parameter to the inputs of your kernel like so:
float4 cornerRadius(sampler src, destination dest) {
const float2 destCoord = dest.coord(); // pixel position in the output buffer in absolute coordinates
const float2 srcSize = src.size();
const float t = 0.5;
const float radius = min(srcSize.x, srcSize.y) * t;
const float2 halfRes = 0.5 * srcSize;
const float b = udRoundBox(destCoord - halfRes, halfRes, radius);
const float3 c = mix(float3(1.0,0.0,0.0), float3(0.0,0.0,0.0), smoothstep(0.0,1.0,b) );
return float4(c, 1.0);
}