I would like to convert the following fragment Shader written for glsl to Metal Shader.
const float PI = 3.14159265359;
mat2 rotate2d (float _angle) {
return mat2 (cos (_angle), -sin (_angle),
sin (_angle), cos (_angle));
}
void main (void) {
vec2 st = (gl_FragCoord.xy * 2.0 --resolution) /min(resolution.x,resolution.y);
float p = 0.0;
st = rotate2d (sin (time) * PI) * st;
vec2 c = max (abs (st) --0.2,0.0);
p = length (c);
p = ceil (p);
vec3 color = vec3 (1.0-p);
gl_FragColor = vec4 (color, 1.0);
}
At that time, I understand that there is no problem if vec2
etc. is set to float2
etc.
How should I write it?
It's hard to convert this shader without having any informartion about your current render pipeline:
#include <metal_stdlib>
float2x2 rotate2d(float angle)
{
return float2x2(float2(cos(angle), -sin(angle)),
float2(sin(angle), cos(angle)));
}
fragment float4 fragmentShader(RasterizerData in [[stage_in]],
constant simd::float2 &resolution [[ buffer(0) ]],
constant float &time [[ buffer(1) ]])
{
float2 st = (in.textureCoordinate.xy * 2.0 - resolution) / min(resolution.x, resolution.y);
float p = 0.0;
st = rotate2d(sin(time) * M_PI_F) *st;
float2 c = max(abs(st) - 0.2, 0.0);
p = length(c);
p = ceil(p);
float3 color = float3(1.0 - p);
return float4(color, 1);
}