I have fragment shader "fsh" file and I am trying to compile it, it is originally taken from Shadertoy, and it is in GLSL, I am trying to port it to METAL, and I am getting the following error:
program_source:129:12: error: program scope variable must reside in constant address space const vec3 ro, rd;
As far as I can understand, I can not define ro and rd in global scope like this, how can I fix this ?
Thank you very much.
The code is below:
const vec3 ro, rd;
....
void main(void)
{
float t = u_time;
vec3 col = vec3(0.);
vec2 uv = gl_FragCoord.xy / iResolution.xy; // 0 <> 1
uv -= .5;
uv.x *= iResolution.x/iResolution.y;
vec2 mouse = gl_FragCoord.xy/iResolution.xy;
vec3 pos = vec3(.3, .15, 0.);
float bt = t * 5.;
float h1 = N(floor(bt));
float h2 = N(floor(bt+1.));
float bumps = mix(h1, h2, fract(bt))*.1;
bumps = bumps*bumps*bumps*CAM_SHAKE;
pos.y += bumps;
float lookatY = pos.y+bumps;
vec3 lookat = vec3(0.3, lookatY, 1.);
vec3 lookat2 = vec3(0., lookatY, .7);
lookat = mix(lookat, lookat2, sin(t*.1)*.5+.5);
uv.y += bumps*4.;
CameraSetup(uv, pos, lookat, 2., mouse.x);
t *= .03;
t += mouse.x;
// fix for GLES devices by MacroMachines
#ifdef GL_ES
const float stp = 1./8.;
#else
float stp = 1./8.;
#endif
for(float i=0.; i<1.; i+=stp) {
col += StreetLights(i, t);
}
for(float i=0.; i<1.; i+=stp) {
float n = N(i+floor(t));
col += HeadLights(i+n*stp*.7, t);
}
#ifndef GL_ES
#ifdef HIGH_QUALITY
stp = 1./32.;
#else
stp = 1./16.;
#endif
#endif
for(float i=0.; i<1.; i+=stp) {
col += EnvironmentLights(i, t);
}
col += TailLights(0., t);
col += TailLights(.5, t);
col += sat(rd.y)*vec3(.6, .5, .9);
gl_FragColor = vec4(col, 0.);
}
The equivalent declaration in Metal Shading Language (MSL) would be
constant float3 ro, rd;
However, you should also initialize these variables with values, since your shader functions will not be allowed to mutate them. Something like
constant float3 ro(0, 0, 0), rd(1, 1, 1);
A few more translation hints:
constant
or device
address space. This includes things like your screen resolution and time variables.half2
, float3
). There are no explicit precision qualifiers in MSL.gl_FragColor
, basic fragment functions in Metal return a color value (which by convention is written to the first color attachment of the framebuffer, provided it passes the depth and stencil test).