Backdrop Path + Cybersteel (#23)

Co-authored-by: Zachary Levy <zachary@sunforge.is>
Reviewed-on: #23
This commit was merged in pull request #23.
This commit is contained in:
2026-05-01 05:43:10 +00:00
parent e36229a3ef
commit 5317b8f142
66 changed files with 5806 additions and 2427 deletions
@@ -0,0 +1,118 @@
#pragma clang diagnostic ignored "-Wmissing-prototypes"
#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Uniforms
{
float2 inv_working_size;
uint pair_count;
uint mode;
float2 direction;
float inv_downsample_factor;
float _pad0;
float4 kernel0[32];
};
struct main0_out
{
float4 out_color [[color(0)]];
};
struct main0_in
{
float2 p_local [[user(locn0)]];
float4 f_color [[user(locn1)]];
float2 f_half_size [[user(locn2), flat]];
float4 f_radii [[user(locn3), flat]];
float f_half_feather [[user(locn4), flat]];
};
static inline __attribute__((always_inline))
float3 blur_sample(thread const float2& uv, constant Uniforms& _108, texture2d<float> blur_input_tex, sampler blur_input_texSmplr)
{
float3 color = blur_input_tex.sample(blur_input_texSmplr, uv).xyz * _108.kernel0[0].x;
float2 axis_step = _108.direction * _108.inv_working_size;
for (uint i = 1u; i < _108.pair_count; i++)
{
float w = _108.kernel0[i].x;
float off = _108.kernel0[i].y;
float2 step_uv = axis_step * off;
color += (blur_input_tex.sample(blur_input_texSmplr, (uv - step_uv)).xyz * w);
color += (blur_input_tex.sample(blur_input_texSmplr, (uv + step_uv)).xyz * w);
}
return color;
}
static inline __attribute__((always_inline))
float sdRoundedBox(thread const float2& p, thread const float2& b, thread const float4& r)
{
float2 _36;
if (p.x > 0.0)
{
_36 = r.xy;
}
else
{
_36 = r.zw;
}
float2 rxy = _36;
float _50;
if (p.y > 0.0)
{
_50 = rxy.x;
}
else
{
_50 = rxy.y;
}
float rr = _50;
float2 q = abs(p) - b;
if (rr == 0.0)
{
return fast::max(q.x, q.y);
}
q += float2(rr);
return (fast::min(fast::max(q.x, q.y), 0.0) + length(fast::max(q, float2(0.0)))) - rr;
}
static inline __attribute__((always_inline))
float sdf_alpha(thread const float& d, thread const float& h)
{
return 1.0 - smoothstep(-h, h, d);
}
fragment main0_out main0(main0_in in [[stage_in]], constant Uniforms& _108 [[buffer(0)]], texture2d<float> blur_input_tex [[texture(0)]], sampler blur_input_texSmplr [[sampler(0)]], float4 gl_FragCoord [[position]])
{
main0_out out = {};
if (_108.mode == 0u)
{
float2 uv = gl_FragCoord.xy * _108.inv_working_size;
float2 param = uv;
float3 color = blur_sample(param, _108, blur_input_tex, blur_input_texSmplr);
out.out_color = float4(color, 1.0);
return out;
}
float2 param_1 = in.p_local;
float2 param_2 = in.f_half_size;
float4 param_3 = in.f_radii;
float d = sdRoundedBox(param_1, param_2, param_3);
if (d > in.f_half_feather)
{
discard_fragment();
}
float grad_magnitude = fast::max(fwidth(d), 9.9999999747524270787835121154785e-07);
float d_n = d / grad_magnitude;
float h_n = in.f_half_feather / grad_magnitude;
float2 uv_1 = (gl_FragCoord.xy * _108.inv_downsample_factor) * _108.inv_working_size;
float3 color_1 = blur_input_tex.sample(blur_input_texSmplr, uv_1).xyz;
float3 tinted = mix(color_1, color_1 * in.f_color.xyz, float3(in.f_color.w));
float param_4 = d_n;
float param_5 = h_n;
float coverage = sdf_alpha(param_4, param_5);
out.out_color = float4(tinted * coverage, coverage);
return out;
}