IOS metal editor glass, iosmetal

Source: Internet
Author: User

IOS metal editor glass, iosmetal

IOS metal editor glass

#include
 
  float4 zfs(float zsl,float3 surfaceNormal,float3 surfaceView,texturecube
  
    cubeTexture,sampler cubeSampler){    float4 finalColorZS=float4(1.0,1.0,1.0,0.0);    float4 finalColorFS=float4(1.0,1.0,1.0,0.0);    float4 finalColor=float4(1.0,1.0,1.0,0.0);    float3 vTextureCoord=float3(1.0,1.0,1.0);    //texturecube
   
     cubeTexture;    const float maxH=0.7;    const float minH=0.2;    float sizeH=maxH-minH;    float3 eyeDirection=normalize(-surfaceView);    float testValue=abs(dot(eyeDirection,surfaceNormal));    if(testValue>maxH)    {        vTextureCoord=refract(-eyeDirection,surfaceNormal,zsl);        finalColor=cubeTexture.sample(cubeSampler,vTextureCoord);    }else if(testValue<=maxH&&testValue>=minH)    {        vTextureCoord=reflect(-eyeDirection,surfaceNormal);        finalColorFS=cubeTexture.sample(cubeSampler,vTextureCoord);        vTextureCoord=refract(-eyeDirection,surfaceNormal,zsl);        finalColorZS=cubeTexture.sample(cubeSampler,vTextureCoord);        float ratio=(testValue-minH)/sizeH;        finalColor=finalColorZS*ratio+(1.0-ratio)*finalColorFS;            }else    {        vTextureCoord=reflect(-eyeDirection,surfaceNormal);        finalColorFS=cubeTexture.sample(cubeSampler,vTextureCoord);    }       return finalColor;}#pragma argumentstexturecube
    
      cubeTexture;#pragma transparent#pragma bodyconstexpr sampler s(filter::linear,mip_filter::linear);_output.color.r=zfs(0.97,_surface.normal,_surface.view,cubeTexture,s).r;_output.color.g=zfs(0.955,_surface.normal,_surface.view,cubeTexture,s).g;_output.color.b=zfs(0.94,_surface.normal,_surface.view,cubeTexture,s).b;
    
   
  
 

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