//////////////////////////////////////////////////////////////// // // HG_SDF // // GLSL LIBRARY FOR BUILDING SIGNED DISTANCE BOUNDS // // version 2021-07-28 // // Check https://mercury.sexy/hg_sdf for updates // and usage examples. Send feedback to spheretracing@mercury.sexy. // // Brought to you by MERCURY https://mercury.sexy/ // // // // Released dual-licensed under // Creative Commons Attribution-NonCommercial (CC BY-NC) // or // MIT License // at your choice. // // SPDX-License-Identifier: MIT OR CC-BY-NC-4.0 // // ///// //////////////////////////////////////////////////////////////// // // HELPER FUNCTIONS/MACROS // //////////////////////////////////////////////////////////////// const float PI = 3.14159265; const float TAU = (2. * PI); const float PHI = sqrt(5.) * 0.5 + 0.5; vec3 applyFog(vec3 col, float t, vec3 rd, vec3 lightDir, float b) { float fogAmount = 1.0 - exp(-t * b); float sunAmount = max(dot(rd, lightDir), 0.); vec3 fogColor = mix(vec3(0.1529, 0.1137, 0.2), // blue vec3(0.2588, 0.1765, 0.3529), // yellow pow(sunAmount, 1.0)); return mix(col, fogColor, fogAmount); } mat2 scale(vec2 scale) { return mat2(1. / scale.x, 0.0, 0.0, 1. / scale.y); } // Sign function that doesn't return 0 float sgn(float x) { return (x < 0.) ? -1. : 1.; } vec2 sgn(vec2 v) { return vec2((v.x < 0.) ? -1. : 1., (v.y < 0.) ? -1. : 1.); } float square(float x) { return x * x; } vec2 square(vec2 x) { return x * x; } vec3 square(vec3 x) { return x * x; } float lengthSqr(vec3 x) { return dot(x, x); } // Maximum/minumum elements of a vector float vmax(vec2 v) { return max(v.x, v.y); } float vmax(vec3 v) { return max(max(v.x, v.y), v.z); } float vmax(vec4 v) { return max(max(v.x, v.y), max(v.z, v.w)); } float vmin(vec2 v) { return min(v.x, v.y); } float vmin(vec3 v) { return min(min(v.x, v.y), v.z); } float vmin(vec4 v) { return min(min(v.x, v.y), min(v.z, v.w)); } // Hexagonal prism, circumcircle variant float fHexagonCircumcircle(vec3 p, vec2 h) { vec3 q = abs(p); return max(q.y - h.y, max(q.x * sqrt(3.) * 0.5 + q.z * 0.5, q.z) - h.x); //this is mathematically equivalent to this line, but less efficient: //return max(q.y - h.y, max(dot(vec2(cos(PI/3), sin(PI/3)), q.zx), q.z) - h.x); } //////////////////////////////////////////////////////////////// // // PRIMITIVE DISTANCE FUNCTIONS // //////////////////////////////////////////////////////////////// // // Conventions: // // Everything that is a distance function is called fSomething. // The first argument is always a point in 2 or 3-space called

. // Unless otherwise noted, (if the object has an intrinsic "up" // side or direction) the y axis is "up" and the object is // centered at the origin. // //////////////////////////////////////////////////////////////// float fSphere(vec3 p, float r) { return length(p) - r; } // Plane with normal n (n is normalized) at some distance from the origin float fPlane(vec3 p, vec3 n, float distanceFromOrigin) { return dot(p, n) + distanceFromOrigin; } // Cheap Box: distance to corners is overestimated float fBoxCheap(vec3 p, vec3 b) { //cheap box return vmax(abs(p) - b); } // Box: correct distance to corners float fBox(vec3 p, vec3 b) { vec3 d = abs(p) - b; return length(max(d, vec3(0))) + vmax(min(d, vec3(0))); } // Same as above, but in two dimensions (an endless box) float fBox2Cheap(vec2 p, vec2 b) { return vmax(abs(p) - b); } float fBox2(vec2 p, vec2 b) { vec2 d = abs(p) - b; return length(max(d, vec2(0.))) + vmax(min(d, vec2(0.))); } // Endless "corner" float fCorner(vec2 p) { return length(max(p, vec2(0.))) + vmax(min(p, vec2(0.))); } // Cylinder standing upright on the xz plane float fCylinder(vec3 p, float r, float height) { float d = length(p.xz) - r; d = max(d, abs(p.y) - height); return d; } // Capsule: A Cylinder with round caps on both sides float fCapsule(vec3 p, float r, float c) { return mix(length(p.xz) - r, length(vec3(p.x, abs(p.y) - c, p.z)) - r, step(c, abs(p.y))); } // Distance to line segment between and , used for fCapsule() version 2below float fLineSegment(vec3 p, vec3 a, vec3 b) { vec3 ab = b - a; float t = clamp(dot(p - a, ab) / dot(ab, ab), 0., 1.); return length((ab * t + a) - p); } // Capsule version 2: between two end points and with radius r float fCapsule(vec3 p, vec3 a, vec3 b, float r) { return fLineSegment(p, a, b) - r; } // Torus in the XZ-plane float fTorus(vec3 p, float smallRadius, float largeRadius) { return length(vec2(length(p.xz) - largeRadius, p.y)) - smallRadius; } // A circle line. Can also be used to make a torus by subtracting the smaller radius of the torus. float fCircle(vec3 p, float r) { float l = length(p.xz) - r; return length(vec2(p.y, l)); } // A circular disc with no thickness (i.e. a cylinder with no height). // Subtract some value to make a flat disc with rounded edge. float fDisc(vec3 p, float r) { float l = length(p.xz) - r; return l < 0. ? abs(p.y) : length(vec2(p.y, l)); } // Hexagonal prism, incircle variant float fHexagonIncircle(vec3 p, vec2 h) { return fHexagonCircumcircle(p, vec2(h.x * sqrt(3.) * 0.5, h.y)); } // Cone with correct distances to tip and base circle. Y is up, 0 is in the middle of the base. float fCone(vec3 p, float radius, float height) { vec2 q = vec2(length(p.xz), p.y); vec2 tip = q - vec2(0, height); vec2 mantleDir = normalize(vec2(height, radius)); float mantle = dot(tip, mantleDir); float d = max(mantle, -q.y); float projected = dot(tip, vec2(mantleDir.y, -mantleDir.x)); // distance to tip if((q.y > height) && (projected < 0.)) { d = max(d, length(tip)); } // distance to base ring if((q.x > radius) && (projected > length(vec2(height, radius)))) { d = max(d, length(q - vec2(radius, 0))); } return d; } //////////////////////////////////////////////////////////////// // // DOMAIN MANIPULATION OPERATORS // //////////////////////////////////////////////////////////////// // // Conventions: // // Everything that modifies the domain is named pSomething. // // Many operate only on a subset of the three dimensions. For those, // you must choose the dimensions that you want manipulated // by supplying e.g. or // // is always the first argument and modified in place. // // Many of the operators partition space into cells. An identifier // or cell index is returned, if possible. This return value is // intended to be optionally used e.g. as a random seed to change // parameters of the distance functions inside the cells. // // Unless stated otherwise, for cell index 0,

is unchanged and cells // are centered on the origin so objects don't have to be moved to fit. // // //////////////////////////////////////////////////////////////// // Rotate around a coordinate axis (i.e. in a plane perpendicular to that axis) by angle . // Read like this: R(p.xz, a) rotates "x towards z". // This is fast if is a compile-time constant and slower (but still practical) if not. void pR(inout vec2 p, float a) { p = cos(a) * p + sin(a) * vec2(p.y, -p.x); } // Shortcut for 45-degrees rotation void pR45(inout vec2 p) { p = (p + vec2(p.y, -p.x)) * sqrt(0.5); } // Repeat space along one axis. Use like this to repeat along the x axis: // - using the return value is optional. float pMod1(inout float p, float size) { float halfsize = size * 0.5; float c = floor((p + halfsize) / size); p = mod(p + halfsize, size) - halfsize; return c; } // Same, but mirror every second cell so they match at the boundaries float pModMirror1(inout float p, float size) { float halfsize = size * 0.5; float c = floor((p + halfsize) / size); p = mod(p + halfsize, size) - halfsize; p *= mod(c, 2.0) * 2. - 1.; return c; } // Repeat the domain only in positive direction. Everything in the negative half-space is unchanged. float pModSingle1(inout float p, float size) { float halfsize = size * 0.5; float c = floor((p + halfsize) / size); if(p >= 0.) p = mod(p + halfsize, size) - halfsize; return c; } // Repeat only a few times: from indices to (similar to above, but more flexible) float pModInterval1(inout float p, float size, float start, float stop) { float halfsize = size * 0.5; float c = floor((p + halfsize) / size); p = mod(p + halfsize, size) - halfsize; if(c > stop) { //yes, this might not be the best thing numerically. p += size * (c - stop); c = stop; } if(c < start) { p += size * (c - start); c = start; } return c; } // Repeat around the origin by a fixed angle. // For easier use, num of repetitions is use to specify the angle. float pModPolar(inout vec2 p, float repetitions) { float angle = 2. * PI / repetitions; float a = atan(p.y, p.x) + angle / 2.; float r = length(p); float c = floor(a / angle); a = mod(a, angle) - angle / 2.; p = vec2(cos(a), sin(a)) * r; // For an odd number of repetitions, fix cell index of the cell in -x direction // (cell index would be e.g. -5 and 5 in the two halves of the cell): if(abs(c) >= (repetitions / 2.)) c = abs(c); return c; } // Repeat in two dimensions vec2 pMod2(inout vec2 p, vec2 size) { vec2 c = floor((p + size * 0.5) / size); p = mod(p + size * 0.5, size) - size * 0.5; return c; } // Same, but mirror every second cell so all boundaries match vec2 pModMirror2(inout vec2 p, vec2 size) { vec2 halfsize = size * 0.5; vec2 c = floor((p + halfsize) / size); p = mod(p + halfsize, size) - halfsize; p *= mod(c, vec2(2.)) * 2. - vec2(1); return c; } // Same, but mirror every second cell at the diagonal as well vec2 pModGrid2(inout vec2 p, vec2 size) { vec2 c = floor((p + size * 0.5) / size); p = mod(p + size * 0.5, size) - size * 0.5; p *= mod(c, vec2(2.)) * 2. - vec2(1.); p -= size / 2.; if(p.x > p.y) p.xy = p.yx; return floor(c / 2.); } // Repeat in three dimensions vec3 pMod3(inout vec3 p, vec3 size) { vec3 c = floor((p + size * 0.5) / size); p = mod(p + size * 0.5, size) - size * 0.5; return c; } // Mirror at an axis-aligned plane which is at a specified distance from the origin. float pMirror(inout float p, float dist) { float s = sgn(p); p = abs(p) - dist; return s; } // Mirror in both dimensions and at the diagonal, yielding one eighth of the space. // translate by dist before mirroring. vec2 pMirrorOctant(inout vec2 p, vec2 dist) { vec2 s = sgn(p); pMirror(p.x, dist.x); pMirror(p.y, dist.y); if(p.y > p.x) p.xy = p.yx; return s; } // Reflect space at a plane float pReflect(inout vec3 p, vec3 planeNormal, float offset) { float t = dot(p, planeNormal) + offset; if(t < 0.) { p = p - (2. * t) * planeNormal; } return sgn(t); } //////////////////////////////////////////////////////////////// // // OBJECT COMBINATION OPERATORS // //////////////////////////////////////////////////////////////// // // We usually need the following boolean operators to combine two objects: // Union: OR(a,b) // Intersection: AND(a,b) // Difference: AND(a,!b) // (a and b being the distances to the objects). // // The trivial implementations are min(a,b) for union, max(a,b) for intersection // and max(a,-b) for difference. To combine objects in more interesting ways to // produce rounded edges, chamfers, stairs, etc. instead of plain sharp edges we // can use combination operators. It is common to use some kind of "smooth minimum" // instead of min(), but we don't like that because it does not preserve Lipschitz // continuity in many cases. // // Naming convention: since they return a distance, they are called fOpSomething. // The different flavours usually implement all the boolean operators above // and are called fOpUnionRound, fOpIntersectionRound, etc. // // The basic idea: Assume the object surfaces intersect at a right angle. The two // distances and constitute a new local two-dimensional coordinate system // with the actual intersection as the origin. In this coordinate system, we can // evaluate any 2D distance function we want in order to shape the edge. // // The operators below are just those that we found useful or interesting and should // be seen as examples. There are infinitely more possible operators. // // They are designed to actually produce correct distances or distance bounds, unlike // popular "smooth minimum" operators, on the condition that the gradients of the two // SDFs are at right angles. When they are off by more than 30 degrees or so, the // Lipschitz condition will no longer hold (i.e. you might get artifacts). The worst // case is parallel surfaces that are close to each other. // // Most have a float argument to specify the radius of the feature they represent. // This should be much smaller than the object size. // // Some of them have checks like "if ((-a < r) && (-b < r))" that restrict // their influence (and computation cost) to a certain area. You might // want to lift that restriction or enforce it. We have left it as comments // in some cases. // // usage example: // // float fTwoBoxes(vec3 p) { // float box0 = fBox(p, vec3(1)); // float box1 = fBox(p-vec3(1), vec3(1)); // return fOpUnionChamfer(box0, box1, 0.2); // } // //////////////////////////////////////////////////////////////// // The "Chamfer" flavour makes a 45-degree chamfered edge (the diagonal of a square of size ): float fOpUnionChamfer(float a, float b, float r) { return min(min(a, b), (a - r + b) * sqrt(0.5)); } // Intersection has to deal with what is normally the inside of the resulting object // when using union, which we normally don't care about too much. Thus, intersection // implementations sometimes differ from union implementations. float fOpIntersectionChamfer(float a, float b, float r) { return max(max(a, b), (a + r + b) * sqrt(0.5)); } // Difference can be built from Intersection or Union: float fOpDifferenceChamfer(float a, float b, float r) { return fOpIntersectionChamfer(a, -b, r); } // The "Round" variant uses a quarter-circle to join the two objects smoothly: float fOpUnionRound(float a, float b, float r) { vec2 u = max(vec2(r - a, r - b), vec2(0)); return max(r, min(a, b)) - length(u); } float fOpIntersectionRound(float a, float b, float r) { vec2 u = max(vec2(r + a, r + b), vec2(0)); return min(-r, max(a, b)) + length(u); } float fOpDifferenceRound(float a, float b, float r) { return fOpIntersectionRound(a, -b, r); } // The "Columns" flavour makes n-1 circular columns at a 45 degree angle: float fOpUnionColumns(float a, float b, float r, float n) { if((a < r) && (b < r)) { vec2 p = vec2(a, b); float columnradius = r * sqrt(2.) / ((n - 1.) * 2. + sqrt(2.)); pR45(p); p.x -= sqrt(2.) / 2. * r; p.x += columnradius * sqrt(2.); if(mod(n, 2.) == 1.) { p.y += columnradius; } // At this point, we have turned 45 degrees and moved at a point on the // diagonal that we want to place the columns on. // Now, repeat the domain along this direction and place a circle. pMod1(p.y, columnradius * 2.); float result = length(p) - columnradius; result = min(result, p.x); result = min(result, a); return min(result, b); } else { return min(a, b); } } float fOpDifferenceColumns(float a, float b, float r, float n) { a = -a; float m = min(a, b); //avoid the expensive computation where not needed (produces discontinuity though) if((a < r) && (b < r)) { vec2 p = vec2(a, b); float columnradius = r * sqrt(2.) / n / 2.0; columnradius = r * sqrt(2.) / ((n - 1.) * 2. + sqrt(2.)); pR45(p); p.y += columnradius; p.x -= sqrt(2.) / 2. * r; p.x += -columnradius * sqrt(2.) / 2.; if(mod(n, 2.) == 1.) { p.y += columnradius; } pMod1(p.y, columnradius * 2.); float result = -length(p) + columnradius; result = max(result, p.x); result = min(result, a); return -min(result, b); } else { return -m; } } float fOpIntersectionColumns(float a, float b, float r, float n) { return fOpDifferenceColumns(a, -b, r, n); } // The "Stairs" flavour produces n-1 steps of a staircase: // much less stupid version by paniq float fOpUnionStairs(float a, float b, float r, float n) { float s = r / n; float u = b - r; return min(min(a, b), 0.5 * (u + a + abs((mod(u - a + s, 2. * s)) - s))); } // We can just call Union since stairs are symmetric. float fOpIntersectionStairs(float a, float b, float r, float n) { return -fOpUnionStairs(-a, -b, r, n); } float fOpDifferenceStairs(float a, float b, float r, float n) { return -fOpUnionStairs(-a, b, r, n); } // Similar to fOpUnionRound, but more lipschitz-y at acute angles // (and less so at 90 degrees). Useful when fudging around too much // by MediaMolecule, from Alex Evans' siggraph slides float fOpUnionSoft(float a, float b, float r) { float e = max(r - abs(a - b), 0.); return min(a, b) - e * e * 0.25 / r; } // produces a cylindical pipe that runs along the intersection. // No objects remain, only the pipe. This is not a boolean operator. float fOpPipe(float a, float b, float r) { return length(vec2(a, b)) - r; } // first object gets a v-shaped engraving where it intersect the second float fOpEngrave(float a, float b, float r) { return max(a, (a + r - abs(b)) * sqrt(0.5)); } // first object gets a capenter-style groove cut out float fOpGroove(float a, float b, float ra, float rb) { return max(a, min(a + ra, rb - abs(b))); } // first object gets a capenter-style tongue attached float fOpTongue(float a, float b, float ra, float rb) { return min(a, max(a - ra, abs(b) - rb)); } //#endSection End of library // https://stackoverflow.com/questions/4200224/random-noise-functions-for-glsl // golden_noise float noise(in vec2 xy, in float seed) { return fract(tan(distance(xy * PHI, xy) * seed) * xy.x); } vec3 rnd23(vec2 p) { vec3 p3 = fract(p.xyx * vec3(.1031, .1030, .0973)); p3 += dot(p3, p3.yxz + 33.33); return fract((p3.xxy + p3.yzz) * p3.zyx); } mat2 Rot(float a) { float s = sin(a), c = cos(a); return mat2(c, -s, s, c); } float opExtrusion(in vec3 p, in float sdf, in float h) { vec2 w = vec2(sdf, abs(p.z) - h); return min(max(w.x, w.y), 0.0) + length(max(w, 0.0)); } float sdCog2d(vec2 pos) { float r = length(pos) * 2.; float a = atan(pos.y, pos.x); float f = 1. - smoothstep(-0.2, .8, sin(a * 12.)) * 0.14; f = smoothstep(f, f + 2., r); return f; } float sdCog(vec3 pos, float angle) { pos.xy *= Rot(angle); float d1 = opExtrusion(pos, sdCog2d(pos.xy), 0.05); float d2 = fCapsule(pos, vec3(0., 0.0, 0.), vec3(0., 0., 1.), 0.2); return 0.8 * fOpDifferenceRound(d1, d2, 0.05) - 0.003; } float sdCapsule(vec3 p, vec3 a, vec3 b, float r) { vec3 pa = p - a, ba = b - a; float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0); return length(pa - ba * h) - r; } float sdCylinder(vec3 p, vec3 a, vec3 b, float r) { vec3 ba = b - a; vec3 pa = p - a; float baba = dot(ba, ba); float paba = dot(pa, ba); float x = length(pa * baba - ba * paba) - r * baba; float y = abs(paba - baba * 0.5) - baba * 0.5; float x2 = x * x; float y2 = y * y * baba; float d = (max(x, y) < 0.0) ? -min(x2, y2) : (((x > 0.0) ? x2 : 0.0) + ((y > 0.0) ? y2 : 0.0)); return sign(d) * sqrt(abs(d)) / baba; } float sdPlane(vec3 p, vec4 n) { // n must be normalized return dot(p, n.xyz) + n.w; } // Add this function before mapScene float rippleEffect(vec3 p, vec3 center, float time) { float dist = length(p.xz - center.xz); float wave = sin(dist * 2.0 - time * 8.0) * exp(-dist * 0.3); return wave * 0.5; // Adjust amplitude as needed } /*// Hexagonal prism, circumcircle variant float fHexagonCircumcircle(vec3 p, vec2 h) { vec3 q = abs(p); return max(q.y - h.y, max(q.x * sqrt(3.) * 0.5 + q.z * 0.5, q.z) - h.x); //this is mathematically equivalent to this line, but less efficient: //return max(q.y - h.y, max(dot(vec2(cos(PI/3), sin(PI/3)), q.zx), q.z) - h.x); }*/