// // ScanTarget.metal // Clock Signal // // Created by Thomas Harte on 04/08/2020. // Copyright © 2020 Thomas Harte. All rights reserved. // #include using namespace metal; struct Uniforms { // This is used to scale scan positions, i.e. it provides the range // for mapping from scan-style integer positions into eye space. int2 scale; // Applies a multiplication to all cyclesSinceRetrace values. float cycleMultiplier; // This provides the intended height of a scan, in eye-coordinate terms. float lineWidth; // Provides zoom and offset to scale the source data. float3x3 sourceToDisplay; // Provides conversions to and from RGB for the active colour space. half3x3 toRGB; half3x3 fromRGB; // Describes the filter in use for chroma filtering; it'll be // 15 coefficients but they're symmetrical around the centre. half3 chromaKernel[8]; // Describes the filter in use for luma filtering; 15 coefficients // symmetrical around the centre. half lumaKernel[8]; // Sets the opacity at which output strips are drawn. half outputAlpha; // Sets the gamma power to which output colours are raised. half outputGamma; // Sets a brightness multiplier for output colours. half outputMultiplier; }; namespace { constexpr sampler standardSampler( coord::pixel, address::clamp_to_edge, // Although arbitrary, stick with this address mode for compatibility all the way to MTLFeatureSet_iOS_GPUFamily1_v1. filter::nearest); constexpr sampler linearSampler( coord::pixel, address::clamp_to_edge, // Although arbitrary, stick with this address mode for compatibility all the way to MTLFeatureSet_iOS_GPUFamily1_v1. filter::linear); } // MARK: - Structs used for receiving data from the emulation. // This is intended to match the net effect of `Scan` as defined by the BufferingScanTarget, // with a couple of added fields. struct Scan { struct EndPoint { uint16_t position[2]; uint16_t dataOffset; int16_t compositeAngle; uint16_t cyclesSinceRetrace; } endPoints[2]; union { uint8_t compositeAmplitude; uint32_t padding; // TODO: reuse some padding as the next two fields, to save two bytes. }; uint16_t dataY; uint16_t line; }; // This matches the BufferingScanTarget's `Line`. struct Line { struct EndPoint { uint16_t position[2]; int16_t compositeAngle; uint16_t cyclesSinceRetrace; } endPoints[2]; uint8_t compositeAmplitude; uint16_t line; }; // MARK: - Intermediate structs. struct SourceInterpolator { float4 position [[position]]; float2 textureCoordinates; float unitColourPhase; // i.e. one unit per circle. float colourPhase; // i.e. 2*pi units per circle, just regular radians. half colourAmplitude [[flat]]; }; struct CopyInterpolator { float4 position [[position]]; float2 textureCoordinates; }; // MARK: - Vertex shaders. float2 textureLocation(constant Line *line, float offset, constant Uniforms &uniforms) { return float2( uniforms.cycleMultiplier * mix(line->endPoints[0].cyclesSinceRetrace, line->endPoints[1].cyclesSinceRetrace, offset), line->line + 0.5f); } float2 textureLocation(constant Scan *scan, float offset, constant Uniforms &) { return float2( mix(scan->endPoints[0].dataOffset, scan->endPoints[1].dataOffset, offset), scan->dataY + 0.5f); } template SourceInterpolator toDisplay( constant Uniforms &uniforms [[buffer(1)]], constant Input *inputs [[buffer(0)]], uint instanceID [[instance_id]], uint vertexID [[vertex_id]]) { SourceInterpolator output; // Get start and end vertices in regular float2 form. const float2 start = float2( float(inputs[instanceID].endPoints[0].position[0]) / float(uniforms.scale.x), float(inputs[instanceID].endPoints[0].position[1]) / float(uniforms.scale.y) ); const float2 end = float2( float(inputs[instanceID].endPoints[1].position[0]) / float(uniforms.scale.x), float(inputs[instanceID].endPoints[1].position[1]) / float(uniforms.scale.y) ); // Calculate the tangent and normal. const float2 tangent = (end - start); const float2 normal = float2(tangent.y, -tangent.x) / length(tangent); // Load up the colour details. output.colourAmplitude = float(inputs[instanceID].compositeAmplitude) / 255.0f; output.unitColourPhase = mix( float(inputs[instanceID].endPoints[0].compositeAngle), float(inputs[instanceID].endPoints[1].compositeAngle), float((vertexID&2) >> 1) ) / 64.0f; output.colourPhase = 2.0f * 3.141592654f * output.unitColourPhase; // Hence determine this quad's real shape, using vertexID to pick a corner. // position2d is now in the range [0, 1]. const float2 sourcePosition = start + (float(vertexID&2) * 0.5f) * tangent + (float(vertexID&1) - 0.5f) * normal * uniforms.lineWidth; const float2 position2d = (uniforms.sourceToDisplay * float3(sourcePosition, 1.0f)).xy; output.position = float4( position2d, 0.0f, 1.0f ); output.textureCoordinates = textureLocation(&inputs[instanceID], float((vertexID&2) >> 1), uniforms); return output; } // These next two assume the incoming geometry to be a four-vertex triangle strip; each instance will therefore // produce a quad. vertex SourceInterpolator scanToDisplay( constant Uniforms &uniforms [[buffer(1)]], constant Scan *scans [[buffer(0)]], uint instanceID [[instance_id]], uint vertexID [[vertex_id]]) { return toDisplay(uniforms, scans, instanceID, vertexID); } vertex SourceInterpolator lineToDisplay( constant Uniforms &uniforms [[buffer(1)]], constant Line *lines [[buffer(0)]], uint instanceID [[instance_id]], uint vertexID [[vertex_id]]) { return toDisplay(uniforms, lines, instanceID, vertexID); } // This assumes that it needs to generate endpoints for a line segment. vertex SourceInterpolator scanToComposition( constant Uniforms &uniforms [[buffer(1)]], constant Scan *scans [[buffer(0)]], uint instanceID [[instance_id]], uint vertexID [[vertex_id]], texture2d texture [[texture(0)]]) { SourceInterpolator result; // Populate result as if direct texture access were available. result.position.x = uniforms.cycleMultiplier * mix(scans[instanceID].endPoints[0].cyclesSinceRetrace, scans[instanceID].endPoints[1].cyclesSinceRetrace, float(vertexID)); result.position.y = scans[instanceID].line; result.position.zw = float2(0.0f, 1.0f); result.textureCoordinates.x = mix(scans[instanceID].endPoints[0].dataOffset, scans[instanceID].endPoints[1].dataOffset, float(vertexID)); result.textureCoordinates.y = scans[instanceID].dataY; result.unitColourPhase = mix( float(scans[instanceID].endPoints[0].compositeAngle), float(scans[instanceID].endPoints[1].compositeAngle), float(vertexID) ) / 64.0f; result.colourPhase = 2.0f * 3.141592654f * result.unitColourPhase; result.colourAmplitude = float(scans[instanceID].compositeAmplitude) / 255.0f; // Map position into eye space, allowing for target texture dimensions. const float2 textureSize = float2(texture.get_width(), texture.get_height()); result.position.xy = ((result.position.xy + float2(0.0f, 0.5f)) / textureSize) * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f); return result; } vertex CopyInterpolator copyVertex(uint vertexID [[vertex_id]], texture2d texture [[texture(0)]]) { CopyInterpolator vert; const uint x = vertexID & 1; const uint y = (vertexID >> 1) & 1; vert.textureCoordinates = float2( x * texture.get_width(), y * texture.get_height() ); vert.position = float4( float(x) * 2.0 - 1.0, 1.0 - float(y) * 2.0, 0.0, 1.0 ); return vert; } // MARK: - Various input format conversion samplers. half2 quadrature(float phase) { return half2(cos(phase), sin(phase)); } half4 composite(half level, half2 quadrature, half amplitude) { return half4( level, half2(0.5f) + quadrature*half(0.5f), amplitude ); } // The luminance formats can be sampled either in their natural format, or to the intermediate // composite format used for composition. Direct sampling is always for final output, so the two // 8-bit formats also provide a gamma option. half convertLuminance1(SourceInterpolator vert [[stage_in]], texture2d texture [[texture(0)]]) { return clamp(half(texture.sample(standardSampler, vert.textureCoordinates).r), half(0.0f), half(1.0f)); } half convertLuminance8(SourceInterpolator vert [[stage_in]], texture2d texture [[texture(0)]]) { return texture.sample(standardSampler, vert.textureCoordinates).r; } half convertPhaseLinkedLuminance8(SourceInterpolator vert [[stage_in]], texture2d texture [[texture(0)]]) { const int offset = int(vert.unitColourPhase * 4.0f) & 3; auto sample = texture.sample(standardSampler, vert.textureCoordinates); return sample[offset]; } #define CompositeSet(name, type) \ fragment half4 sample##name(SourceInterpolator vert [[stage_in]], texture2d texture [[texture(0)]], constant Uniforms &uniforms [[buffer(0)]]) { \ const half luminance = convert##name(vert, texture) * uniforms.outputMultiplier; \ return half4(half3(luminance), uniforms.outputAlpha); \ } \ \ fragment half4 sample##name##WithGamma(SourceInterpolator vert [[stage_in]], texture2d texture [[texture(0)]], constant Uniforms &uniforms [[buffer(0)]]) { \ const half luminance = pow(convert##name(vert, texture) * uniforms.outputMultiplier, uniforms.outputGamma); \ return half4(half3(luminance), uniforms.outputAlpha); \ } \ \ fragment half4 compositeSample##name(SourceInterpolator vert [[stage_in]], texture2d texture [[texture(0)]], constant Uniforms &uniforms [[buffer(0)]]) { \ const half luminance = convert##name(vert, texture) * uniforms.outputMultiplier; \ return composite(luminance, quadrature(vert.colourPhase), vert.colourAmplitude); \ } CompositeSet(Luminance1, ushort); CompositeSet(Luminance8, half); CompositeSet(PhaseLinkedLuminance8, half); #undef CompositeSet // The luminance/phase format can produce either composite or S-Video. /// @returns A 2d vector comprised where .x = luminance; .y = chroma. half2 convertLuminance8Phase8(SourceInterpolator vert [[stage_in]], texture2d texture [[texture(0)]]) { const auto luminancePhase = texture.sample(standardSampler, vert.textureCoordinates).rg; const half phaseOffset = 3.141592654 * 4.0 * luminancePhase.g; const half rawChroma = step(luminancePhase.g, half(0.75f)) * cos(vert.colourPhase + phaseOffset); return half2(luminancePhase.r, rawChroma); } fragment half4 compositeSampleLuminance8Phase8(SourceInterpolator vert [[stage_in]], texture2d texture [[texture(0)]]) { const half2 luminanceChroma = convertLuminance8Phase8(vert, texture); const half luminance = mix(luminanceChroma.r, luminanceChroma.g, vert.colourAmplitude); return composite(luminance, quadrature(vert.colourPhase), vert.colourAmplitude); } fragment half4 sampleLuminance8Phase8(SourceInterpolator vert [[stage_in]], texture2d texture [[texture(0)]]) { const half2 luminanceChroma = convertLuminance8Phase8(vert, texture); const half2 qam = quadrature(vert.colourPhase) * half(0.5f); return half4(luminanceChroma.r, half2(0.5f) + luminanceChroma.g*qam, half(1.0f)); } fragment half4 directCompositeSampleLuminance8Phase8(SourceInterpolator vert [[stage_in]], texture2d texture [[texture(0)]], constant Uniforms &uniforms [[buffer(0)]]) { const half2 luminanceChroma = convertLuminance8Phase8(vert, texture); const half luminance = mix(luminanceChroma.r * uniforms.outputMultiplier, luminanceChroma.g, vert.colourAmplitude); return half4(half3(luminance), uniforms.outputAlpha); } fragment half4 directCompositeSampleLuminance8Phase8WithGamma(SourceInterpolator vert [[stage_in]], texture2d texture [[texture(0)]], constant Uniforms &uniforms [[buffer(0)]]) { const half2 luminanceChroma = convertLuminance8Phase8(vert, texture); const half luminance = mix(pow(luminanceChroma.r * uniforms.outputMultiplier, uniforms.outputGamma), luminanceChroma.g, vert.colourAmplitude); return half4(half3(luminance), uniforms.outputAlpha); } // All the RGB formats can produce RGB, composite or S-Video. half3 convertRed8Green8Blue8(SourceInterpolator vert, texture2d texture) { return texture.sample(standardSampler, vert.textureCoordinates).rgb; } half3 convertRed4Green4Blue4(SourceInterpolator vert, texture2d texture) { const auto sample = texture.sample(standardSampler, vert.textureCoordinates).rg; return half3(sample.r&15, (sample.g >> 4)&15, sample.g&15) / 15.0f; } half3 convertRed2Green2Blue2(SourceInterpolator vert, texture2d texture) { const auto sample = texture.sample(standardSampler, vert.textureCoordinates).r; return half3((sample >> 4)&3, (sample >> 2)&3, sample&3) / 3.0f; } half3 convertRed1Green1Blue1(SourceInterpolator vert, texture2d texture) { const auto sample = texture.sample(standardSampler, vert.textureCoordinates).r; return clamp(half3(sample&4, sample&2, sample&1), half(0.0f), half(1.0f)); } #define DeclareShaders(name, pixelType) \ fragment half4 sample##name(SourceInterpolator vert [[stage_in]], texture2d texture [[texture(0)]], constant Uniforms &uniforms [[buffer(0)]]) { \ return half4(convert##name(vert, texture), uniforms.outputAlpha); \ } \ \ fragment half4 sample##name##WithGamma(SourceInterpolator vert [[stage_in]], texture2d texture [[texture(0)]], constant Uniforms &uniforms [[buffer(0)]]) { \ return half4(pow(convert##name(vert, texture), uniforms.outputGamma), uniforms.outputAlpha); \ } \ \ fragment half4 svideoSample##name(SourceInterpolator vert [[stage_in]], texture2d texture [[texture(0)]], constant Uniforms &uniforms [[buffer(0)]]) { \ const auto colour = uniforms.fromRGB * convert##name(vert, texture); \ const half2 qam = quadrature(vert.colourPhase); \ const half chroma = dot(colour.gb, qam); \ return half4( \ colour.r, \ half2(0.5f) + chroma*qam*half(0.5f), \ half(1.0f) \ ); \ } \ \ half composite##name(SourceInterpolator vert, texture2d texture, constant Uniforms &uniforms, half2 colourSubcarrier) { \ const auto colour = uniforms.fromRGB * convert##name(vert, texture); \ return mix(colour.r, dot(colour.gb, colourSubcarrier), half(vert.colourAmplitude)); \ } \ \ fragment half4 compositeSample##name(SourceInterpolator vert [[stage_in]], texture2d texture [[texture(0)]], constant Uniforms &uniforms [[buffer(0)]]) { \ const half2 colourSubcarrier = quadrature(vert.colourPhase); \ return composite(composite##name(vert, texture, uniforms, colourSubcarrier), colourSubcarrier, vert.colourAmplitude); \ } \ \ fragment half4 directCompositeSample##name(SourceInterpolator vert [[stage_in]], texture2d texture [[texture(0)]], constant Uniforms &uniforms [[buffer(0)]]) { \ const half level = composite##name(vert, texture, uniforms, quadrature(vert.colourPhase)); \ return half4(half3(level), uniforms.outputAlpha); \ } \ \ fragment half4 directCompositeSample##name##WithGamma(SourceInterpolator vert [[stage_in]], texture2d texture [[texture(0)]], constant Uniforms &uniforms [[buffer(0)]]) { \ const half level = pow(composite##name(vert, texture, uniforms, quadrature(vert.colourPhase)), uniforms.outputGamma); \ return half4(half3(level), uniforms.outputAlpha); \ } DeclareShaders(Red8Green8Blue8, half) DeclareShaders(Red4Green4Blue4, ushort) DeclareShaders(Red2Green2Blue2, ushort) DeclareShaders(Red1Green1Blue1, ushort) fragment half4 copyFragment(CopyInterpolator vert [[stage_in]], texture2d texture [[texture(0)]]) { return texture.sample(standardSampler, vert.textureCoordinates); } fragment half4 interpolateFragment(CopyInterpolator vert [[stage_in]], texture2d texture [[texture(0)]]) { return texture.sample(linearSampler, vert.textureCoordinates); } fragment half4 clearFragment(constant Uniforms &uniforms [[buffer(0)]]) { return half4(0.0, 0.0, 0.0, uniforms.outputAlpha); } // MARK: - Compute kernels /// Given input pixels of the form (luminance, 0.5 + 0.5*chrominance*cos(phase), 0.5 + 0.5*chrominance*sin(phase)), applies a lowpass /// filter to the two chrominance parts, then uses the toRGB matrix to convert to RGB and stores. template void filterChromaKernel( texture2d inTexture [[texture(0)]], texture2d outTexture [[texture(1)]], uint2 gid [[thread_position_in_grid]], constant Uniforms &uniforms [[buffer(0)]], constant int &offset [[buffer(1)]]) { constexpr half4 moveToZero(0.0f, 0.5f, 0.5f, 0.0f); const half4 rawSamples[] = { inTexture.read(gid + uint2(0, offset)) - moveToZero, inTexture.read(gid + uint2(1, offset)) - moveToZero, inTexture.read(gid + uint2(2, offset)) - moveToZero, inTexture.read(gid + uint2(3, offset)) - moveToZero, inTexture.read(gid + uint2(4, offset)) - moveToZero, inTexture.read(gid + uint2(5, offset)) - moveToZero, inTexture.read(gid + uint2(6, offset)) - moveToZero, inTexture.read(gid + uint2(7, offset)) - moveToZero, inTexture.read(gid + uint2(8, offset)) - moveToZero, inTexture.read(gid + uint2(9, offset)) - moveToZero, inTexture.read(gid + uint2(10, offset)) - moveToZero, inTexture.read(gid + uint2(11, offset)) - moveToZero, inTexture.read(gid + uint2(12, offset)) - moveToZero, inTexture.read(gid + uint2(13, offset)) - moveToZero, inTexture.read(gid + uint2(14, offset)) - moveToZero, }; #define Sample(x, y) uniforms.chromaKernel[y] * rawSamples[x].rgb const half3 colour = Sample(0, 0) + Sample(1, 1) + Sample(2, 2) + Sample(3, 3) + Sample(4, 4) + Sample(5, 5) + Sample(6, 6) + Sample(7, 7) + Sample(8, 6) + Sample(9, 5) + Sample(10, 4) + Sample(11, 3) + Sample(12, 2) + Sample(13, 1) + Sample(14, 0); #undef Sample const half4 output = half4(uniforms.toRGB * colour * uniforms.outputMultiplier, uniforms.outputAlpha); if(applyGamma) { outTexture.write(pow(output, uniforms.outputGamma), gid + uint2(7, offset)); } else { outTexture.write(output, gid + uint2(7, offset)); } } kernel void filterChromaKernelNoGamma( texture2d inTexture [[texture(0)]], texture2d outTexture [[texture(1)]], uint2 gid [[thread_position_in_grid]], constant Uniforms &uniforms [[buffer(0)]], constant int &offset [[buffer(1)]]) { filterChromaKernel(inTexture, outTexture, gid, uniforms, offset); } kernel void filterChromaKernelWithGamma( texture2d inTexture [[texture(0)]], texture2d outTexture [[texture(1)]], uint2 gid [[thread_position_in_grid]], constant Uniforms &uniforms [[buffer(0)]], constant int &offset [[buffer(1)]]) { filterChromaKernel(inTexture, outTexture, gid, uniforms, offset); } void setSeparatedLumaChroma(half luminance, half4 centreSample, texture2d outTexture, uint2 gid, int offset) { // The mix/steps below ensures that the absence of a colour burst leads the colour subcarrier to be discarded. const half isColour = step(half(0.01f), centreSample.a); const half chroma = (centreSample.r - luminance) / mix(half(1.0f), centreSample.a, isColour); outTexture.write(half4( luminance / mix(half(1.0f), (half(1.0f) - centreSample.a), isColour), isColour * (centreSample.gb - half2(0.5f)) * chroma + half2(0.5f), 1.0f ), gid + uint2(7, offset)); } /// Given input pixels of the form: /// /// (composite sample, cos(phase), sin(phase), colour amplitude), applies a lowpass /// /// Filters to separate luminance, subtracts that and scales and maps the remaining chrominance in order to output /// pixels in the form: /// /// (luminance, 0.5 + 0.5*chrominance*cos(phase), 0.5 + 0.5*chrominance*sin(phase)) /// /// i.e. the input form for the filterChromaKernel, above]. kernel void separateLumaKernel15( texture2d inTexture [[texture(0)]], texture2d outTexture [[texture(1)]], uint2 gid [[thread_position_in_grid]], constant Uniforms &uniforms [[buffer(0)]], constant int &offset [[buffer(1)]]) { const half4 centreSample = inTexture.read(gid + uint2(7, offset)); const half rawSamples[] = { inTexture.read(gid + uint2(0, offset)).r, inTexture.read(gid + uint2(1, offset)).r, inTexture.read(gid + uint2(2, offset)).r, inTexture.read(gid + uint2(3, offset)).r, inTexture.read(gid + uint2(4, offset)).r, inTexture.read(gid + uint2(5, offset)).r, inTexture.read(gid + uint2(6, offset)).r, centreSample.r, inTexture.read(gid + uint2(8, offset)).r, inTexture.read(gid + uint2(9, offset)).r, inTexture.read(gid + uint2(10, offset)).r, inTexture.read(gid + uint2(11, offset)).r, inTexture.read(gid + uint2(12, offset)).r, inTexture.read(gid + uint2(13, offset)).r, inTexture.read(gid + uint2(14, offset)).r, }; #define Sample(x, y) uniforms.lumaKernel[y] * rawSamples[x] const half luminance = Sample(0, 0) + Sample(1, 1) + Sample(2, 2) + Sample(3, 3) + Sample(4, 4) + Sample(5, 5) + Sample(6, 6) + Sample(7, 7) + Sample(8, 6) + Sample(9, 5) + Sample(10, 4) + Sample(11, 3) + Sample(12, 2) + Sample(13, 1) + Sample(14, 0); #undef Sample return setSeparatedLumaChroma(luminance, centreSample, outTexture, gid, offset); } kernel void separateLumaKernel9( texture2d inTexture [[texture(0)]], texture2d outTexture [[texture(1)]], uint2 gid [[thread_position_in_grid]], constant Uniforms &uniforms [[buffer(0)]], constant int &offset [[buffer(1)]]) { const half4 centreSample = inTexture.read(gid + uint2(7, offset)); const half rawSamples[] = { inTexture.read(gid + uint2(3, offset)).r, inTexture.read(gid + uint2(4, offset)).r, inTexture.read(gid + uint2(5, offset)).r, inTexture.read(gid + uint2(6, offset)).r, centreSample.r, inTexture.read(gid + uint2(8, offset)).r, inTexture.read(gid + uint2(9, offset)).r, inTexture.read(gid + uint2(10, offset)).r, inTexture.read(gid + uint2(11, offset)).r }; #define Sample(x, y) uniforms.lumaKernel[y] * rawSamples[x] const half luminance = Sample(0, 3) + Sample(1, 4) + Sample(2, 5) + Sample(3, 6) + Sample(4, 7) + Sample(5, 6) + Sample(6, 5) + Sample(7, 4) + Sample(8, 3); #undef Sample return setSeparatedLumaChroma(luminance, centreSample, outTexture, gid, offset); } kernel void separateLumaKernel7( texture2d inTexture [[texture(0)]], texture2d outTexture [[texture(1)]], uint2 gid [[thread_position_in_grid]], constant Uniforms &uniforms [[buffer(0)]], constant int &offset [[buffer(1)]]) { const half4 centreSample = inTexture.read(gid + uint2(7, offset)); const half rawSamples[] = { inTexture.read(gid + uint2(4, offset)).r, inTexture.read(gid + uint2(5, offset)).r, inTexture.read(gid + uint2(6, offset)).r, centreSample.r, inTexture.read(gid + uint2(8, offset)).r, inTexture.read(gid + uint2(9, offset)).r, inTexture.read(gid + uint2(10, offset)).r }; #define Sample(x, y) uniforms.lumaKernel[y] * rawSamples[x] const half luminance = Sample(0, 4) + Sample(1, 5) + Sample(2, 6) + Sample(3, 7) + Sample(4, 6) + Sample(5, 5) + Sample(6, 4); #undef Sample return setSeparatedLumaChroma(luminance, centreSample, outTexture, gid, offset); } kernel void separateLumaKernel5( texture2d inTexture [[texture(0)]], texture2d outTexture [[texture(1)]], uint2 gid [[thread_position_in_grid]], constant Uniforms &uniforms [[buffer(0)]], constant int &offset [[buffer(1)]]) { const half4 centreSample = inTexture.read(gid + uint2(7, offset)); const half rawSamples[] = { inTexture.read(gid + uint2(5, offset)).r, inTexture.read(gid + uint2(6, offset)).r, centreSample.r, inTexture.read(gid + uint2(8, offset)).r, inTexture.read(gid + uint2(9, offset)).r, }; #define Sample(x, y) uniforms.lumaKernel[y] * rawSamples[x] const half luminance = Sample(0, 5) + Sample(1, 6) + Sample(2, 7) + Sample(3, 6) + Sample(4, 5); #undef Sample return setSeparatedLumaChroma(luminance, centreSample, outTexture, gid, offset); } kernel void clearKernel( texture2d outTexture [[texture(0)]], uint2 gid [[thread_position_in_grid]]) { outTexture.write(half4(0.0f, 0.0f, 0.0f, 1.0f), gid); }