Move shader files to Shaders group
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3 changed files with 10 additions and 2 deletions
62
Terrain2/Shaders/TerrainAlgorithms.metal
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62
Terrain2/Shaders/TerrainAlgorithms.metal
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//
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// TerrainAlgorithms.metal
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// Terrain2
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//
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// Created by Eryn Wells on 11/4/18.
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// Copyright © 2018 Eryn Wells. All rights reserved.
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//
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#include <metal_stdlib>
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#include <metal_types>
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#include "ShaderTypes.h"
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using namespace metal;
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/// A pseudo-random number generator providing several algorithms.
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/// - http://reedbeta.com/blog/quick-and-easy-gpu-random-numbers-in-d3d11/
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struct PRNG {
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PRNG(uint seed) : mSeed(wangHash(seed)) { }
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/// Generate a random unsigned integer using a linear congruential generator.
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uint lcg() {
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mSeed = 1664525 * mSeed + 1013904223;
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return mSeed;
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}
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/// Generate a random unsigned integer using the Xorshift algorithm from George Marsaglia's paper.
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uint xorShift() {
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mSeed ^= (mSeed << 13);
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mSeed ^= (mSeed >> 17);
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mSeed ^= (mSeed << 5);
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return mSeed;
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}
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uint wangHash(uint seed) {
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seed = (seed ^ 61) ^ (seed >> 16);
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seed *= 9;
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seed = seed ^ (seed >> 4);
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seed *= 0x27d4eb2d;
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seed = seed ^ (seed >> 15);
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return seed;
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}
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private:
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uint mSeed;
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};
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kernel void zeroKernel(texture2d<float, access::write> outTexture [[texture(GeneratorTextureIndexOut)]],
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uint2 tid [[thread_position_in_grid]])
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{
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outTexture.write(0, tid);
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}
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#pragma mark - RandomAlgorithm
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kernel void randomKernel(texture2d<float, access::write> outTexture [[texture(GeneratorTextureIndexOut)]],
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constant RandomAlgorithmUniforms &uniforms [[buffer(0)]],
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uint2 tid [[thread_position_in_grid]])
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{
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PRNG rng(uniforms.randoms[(tid.x * tid.y) % kRandomAlgorithmUniforms_RandomCount]);
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uint r = rng.xorShift();
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float x = float(r * (1.0 / float(UINT_MAX))) * 0.5f;
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outTexture.write(x, tid);
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}
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