779 lines
22 KiB
GLSL
779 lines
22 KiB
GLSL
#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec2 u_resolution;
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uniform float u_time;
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uniform sampler2D texture_sampler;
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uniform sampler2D texts;
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////////////////////////////////////////////////////////////////
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//
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// HG_SDF
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//
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// GLSL LIBRARY FOR BUILDING SIGNED DISTANCE BOUNDS
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//
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// version 2021-07-28
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//
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// Check https://mercury.sexy/hg_sdf for updates
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// and usage examples. Send feedback to spheretracing@mercury.sexy.
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//
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// Brought to you by MERCURY https://mercury.sexy/
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//
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//
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//
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// Released dual-licensed under
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// Creative Commons Attribution-NonCommercial (CC BY-NC)
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// or
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// MIT License
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// at your choice.
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//
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// SPDX-License-Identifier: MIT OR CC-BY-NC-4.0
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//
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// /////
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////////////////////////////////////////////////////////////////
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//
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// HELPER FUNCTIONS/MACROS
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//
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////////////////////////////////////////////////////////////////
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#define PI 3.14159265
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#define TAU (2*PI)
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#define PHI (sqrt(5)*0.5 + 0.5)
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// Sign function that doesn't return 0
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float sgn(float x) {
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return (x < 0. )? -1. : 1.;
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}
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vec2 sgn(vec2 v) {
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return vec2((v.x<0.)?-1.:1., (v.y<0.)?-1.:1.);
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}
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float square (float x) {
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return x*x;
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}
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vec2 square (vec2 x) {
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return x*x;
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}
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vec3 square (vec3 x) {
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return x*x;
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}
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float lengthSqr(vec3 x) {
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return dot(x, x);
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}
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// Maximum/minumum elements of a vector
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float vmax(vec2 v) {
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return max(v.x, v.y);
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}
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float vmax(vec3 v) {
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return max(max(v.x, v.y), v.z);
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}
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float vmax(vec4 v) {
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return max(max(v.x, v.y), max(v.z, v.w));
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}
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float vmin(vec2 v) {
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return min(v.x, v.y);
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}
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float vmin(vec3 v) {
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return min(min(v.x, v.y), v.z);
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}
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float vmin(vec4 v) {
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return min(min(v.x, v.y), min(v.z, v.w));
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}
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////////////////////////////////////////////////////////////////
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//
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// PRIMITIVE DISTANCE FUNCTIONS
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//
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////////////////////////////////////////////////////////////////
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//
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// Conventions:
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//
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// Everything that is a distance function is called fSomething.
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// The first argument is always a point in 2 or 3-space called <p>.
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// Unless otherwise noted, (if the object has an intrinsic "up"
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// side or direction) the y axis is "up" and the object is
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// centered at the origin.
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//
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////////////////////////////////////////////////////////////////
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float fSphere(vec3 p, float r) {
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return length(p) - r;
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}
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// Plane with normal n (n is normalized) at some distance from the origin
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float fPlane(vec3 p, vec3 n, float distanceFromOrigin) {
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return dot(p, n) + distanceFromOrigin;
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}
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// Cheap Box: distance to corners is overestimated
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float fBoxCheap(vec3 p, vec3 b) { //cheap box
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return vmax(abs(p) - b);
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}
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// Box: correct distance to corners
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float fBox(vec3 p, vec3 b) {
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vec3 d = abs(p) - b;
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return length(max(d, vec3(0))) + vmax(min(d, vec3(0)));
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}
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// Same as above, but in two dimensions (an endless box)
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float fBox2Cheap(vec2 p, vec2 b) {
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return vmax(abs(p)-b);
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}
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float fBox2(vec2 p, vec2 b) {
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vec2 d = abs(p) - b;
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return length(max(d, vec2(0.))) + vmax(min(d, vec2(0.)));
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}
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// Endless "corner"
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float fCorner (vec2 p) {
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return length(max(p, vec2(0.))) + vmax(min(p, vec2(0.)));
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}
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// Cylinder standing upright on the xz plane
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float fCylinder(vec3 p, float r, float height) {
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float d = length(p.xz) - r;
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d = max(d, abs(p.y) - height);
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return d;
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}
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// Capsule: A Cylinder with round caps on both sides
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float fCapsule(vec3 p, float r, float c) {
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return mix(length(p.xz) - r, length(vec3(p.x, abs(p.y) - c, p.z)) - r, step(c, abs(p.y)));
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}
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// Distance to line segment between <a> and <b>, used for fCapsule() version 2below
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float fLineSegment(vec3 p, vec3 a, vec3 b) {
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vec3 ab = b - a;
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float t = clamp( dot(p - a, ab) / dot(ab, ab), 0., 1. );
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return length((ab*t + a) - p);
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}
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// Capsule version 2: between two end points <a> and <b> with radius r
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float fCapsule(vec3 p, vec3 a, vec3 b, float r) {
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return fLineSegment(p, a, b) - r;
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}
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// Torus in the XZ-plane
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float fTorus(vec3 p, float smallRadius, float largeRadius) {
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return length(vec2(length(p.xz) - largeRadius, p.y)) - smallRadius;
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}
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// A circle line. Can also be used to make a torus by subtracting the smaller radius of the torus.
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float fCircle(vec3 p, float r) {
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float l = length(p.xz) - r;
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return length(vec2(p.y, l));
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}
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// A circular disc with no thickness (i.e. a cylinder with no height).
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// Subtract some value to make a flat disc with rounded edge.
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float fDisc(vec3 p, float r) {
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float l = length(p.xz) - r;
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return l < 0. ? abs(p.y) : length(vec2(p.y, l));
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}
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// Hexagonal prism, circumcircle variant
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float fHexagonCircumcircle(vec3 p, vec2 h) {
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vec3 q = abs(p);
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return max(q.y - h.y, max(q.x*sqrt(3.)*0.5 + q.z*0.5, q.z) - h.x);
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//this is mathematically equivalent to this line, but less efficient:
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//return max(q.y - h.y, max(dot(vec2(cos(PI/3), sin(PI/3)), q.zx), q.z) - h.x);
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}
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// Hexagonal prism, incircle variant
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float fHexagonIncircle(vec3 p, vec2 h) {
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return fHexagonCircumcircle(p, vec2(h.x*sqrt(3.)*0.5, h.y));
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}
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// Cone with correct distances to tip and base circle. Y is up, 0 is in the middle of the base.
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float fCone(vec3 p, float radius, float height) {
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vec2 q = vec2(length(p.xz), p.y);
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vec2 tip = q - vec2(0, height);
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vec2 mantleDir = normalize(vec2(height, radius));
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float mantle = dot(tip, mantleDir);
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float d = max(mantle, -q.y);
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float projected = dot(tip, vec2(mantleDir.y, -mantleDir.x));
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// distance to tip
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if ((q.y > height) && (projected < 0.)) {
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d = max(d, length(tip));
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}
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// distance to base ring
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if ((q.x > radius) && (projected > length(vec2(height, radius)))) {
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d = max(d, length(q - vec2(radius, 0)));
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}
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return d;
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}
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////////////////////////////////////////////////////////////////
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//
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// DOMAIN MANIPULATION OPERATORS
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//
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////////////////////////////////////////////////////////////////
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//
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// Conventions:
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//
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// Everything that modifies the domain is named pSomething.
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//
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// Many operate only on a subset of the three dimensions. For those,
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// you must choose the dimensions that you want manipulated
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// by supplying e.g. <p.x> or <p.zx>
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//
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// <inout p> is always the first argument and modified in place.
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//
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// Many of the operators partition space into cells. An identifier
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// or cell index is returned, if possible. This return value is
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// intended to be optionally used e.g. as a random seed to change
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// parameters of the distance functions inside the cells.
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//
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// Unless stated otherwise, for cell index 0, <p> is unchanged and cells
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// are centered on the origin so objects don't have to be moved to fit.
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//
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//
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////////////////////////////////////////////////////////////////
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// Rotate around a coordinate axis (i.e. in a plane perpendicular to that axis) by angle <a>.
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// Read like this: R(p.xz, a) rotates "x towards z".
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// This is fast if <a> is a compile-time constant and slower (but still practical) if not.
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void pR(inout vec2 p, float a) {
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p = cos(a)*p + sin(a)*vec2(p.y, -p.x);
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}
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// Shortcut for 45-degrees rotation
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void pR45(inout vec2 p) {
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p = (p + vec2(p.y, -p.x))*sqrt(0.5);
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}
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// Repeat space along one axis. Use like this to repeat along the x axis:
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// <float cell = pMod1(p.x,5);> - using the return value is optional.
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float pMod1(inout float p, float size) {
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float halfsize = size*0.5;
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float c = floor((p + halfsize)/size);
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p = mod(p + halfsize, size) - halfsize;
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return c;
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}
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// Same, but mirror every second cell so they match at the boundaries
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float pModMirror1(inout float p, float size) {
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float halfsize = size*0.5;
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float c = floor((p + halfsize)/size);
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p = mod(p + halfsize,size) - halfsize;
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p *= mod(c, 2.0)*2. - 1.;
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return c;
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}
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// Repeat the domain only in positive direction. Everything in the negative half-space is unchanged.
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float pModSingle1(inout float p, float size) {
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float halfsize = size*0.5;
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float c = floor((p + halfsize)/size);
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if (p >= 0.)
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p = mod(p + halfsize, size) - halfsize;
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return c;
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}
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// Repeat only a few times: from indices <start> to <stop> (similar to above, but more flexible)
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float pModInterval1(inout float p, float size, float start, float stop) {
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float halfsize = size*0.5;
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float c = floor((p + halfsize)/size);
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p = mod(p+halfsize, size) - halfsize;
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if (c > stop) { //yes, this might not be the best thing numerically.
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p += size*(c - stop);
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c = stop;
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}
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if (c <start) {
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p += size*(c - start);
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c = start;
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}
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return c;
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}
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// Repeat around the origin by a fixed angle.
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// For easier use, num of repetitions is use to specify the angle.
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float pModPolar(inout vec2 p, float repetitions) {
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float angle = 2.*PI/repetitions;
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float a = atan(p.y, p.x) + angle/2.;
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float r = length(p);
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float c = floor(a/angle);
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a = mod(a,angle) - angle/2.;
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p = vec2(cos(a), sin(a))*r;
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// For an odd number of repetitions, fix cell index of the cell in -x direction
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// (cell index would be e.g. -5 and 5 in the two halves of the cell):
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if (abs(c) >= (repetitions/2.)) c = abs(c);
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return c;
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}
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// Repeat in two dimensions
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vec2 pMod2(inout vec2 p, vec2 size) {
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vec2 c = floor((p + size*0.5)/size);
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p = mod(p + size*0.5,size) - size*0.5;
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return c;
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}
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// Same, but mirror every second cell so all boundaries match
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vec2 pModMirror2(inout vec2 p, vec2 size) {
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vec2 halfsize = size*0.5;
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vec2 c = floor((p + halfsize)/size);
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p = mod(p + halfsize, size) - halfsize;
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p *= mod(c,vec2(2.))*2. - vec2(1);
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return c;
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}
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// Same, but mirror every second cell at the diagonal as well
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vec2 pModGrid2(inout vec2 p, vec2 size) {
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vec2 c = floor((p + size*0.5)/size);
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p = mod(p + size*0.5, size) - size*0.5;
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p *= mod(c,vec2(2.))*2. - vec2(1.);
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p -= size/2.;
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if (p.x > p.y) p.xy = p.yx;
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return floor(c/2.);
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}
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// Repeat in three dimensions
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vec3 pMod3(inout vec3 p, vec3 size) {
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vec3 c = floor((p + size*0.5)/size);
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p = mod(p + size*0.5, size) - size*0.5;
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return c;
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}
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// Mirror at an axis-aligned plane which is at a specified distance <dist> from the origin.
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float pMirror (inout float p, float dist) {
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float s = sgn(p);
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p = abs(p)-dist;
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return s;
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}
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// Mirror in both dimensions and at the diagonal, yielding one eighth of the space.
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// translate by dist before mirroring.
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vec2 pMirrorOctant (inout vec2 p, vec2 dist) {
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vec2 s = sgn(p);
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pMirror(p.x, dist.x);
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pMirror(p.y, dist.y);
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if (p.y > p.x)
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p.xy = p.yx;
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return s;
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}
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// Reflect space at a plane
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float pReflect(inout vec3 p, vec3 planeNormal, float offset) {
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float t = dot(p, planeNormal)+offset;
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if (t < 0.) {
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p = p - (2.*t)*planeNormal;
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}
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return sgn(t);
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}
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////////////////////////////////////////////////////////////////
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//
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// OBJECT COMBINATION OPERATORS
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//
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////////////////////////////////////////////////////////////////
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//
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// We usually need the following boolean operators to combine two objects:
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// Union: OR(a,b)
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// Intersection: AND(a,b)
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// Difference: AND(a,!b)
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// (a and b being the distances to the objects).
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//
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// The trivial implementations are min(a,b) for union, max(a,b) for intersection
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// and max(a,-b) for difference. To combine objects in more interesting ways to
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// produce rounded edges, chamfers, stairs, etc. instead of plain sharp edges we
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// can use combination operators. It is common to use some kind of "smooth minimum"
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// instead of min(), but we don't like that because it does not preserve Lipschitz
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// continuity in many cases.
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//
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// Naming convention: since they return a distance, they are called fOpSomething.
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// The different flavours usually implement all the boolean operators above
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// and are called fOpUnionRound, fOpIntersectionRound, etc.
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//
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// The basic idea: Assume the object surfaces intersect at a right angle. The two
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// distances <a> and <b> constitute a new local two-dimensional coordinate system
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// with the actual intersection as the origin. In this coordinate system, we can
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// evaluate any 2D distance function we want in order to shape the edge.
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//
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// The operators below are just those that we found useful or interesting and should
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// be seen as examples. There are infinitely more possible operators.
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//
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// They are designed to actually produce correct distances or distance bounds, unlike
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// popular "smooth minimum" operators, on the condition that the gradients of the two
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// SDFs are at right angles. When they are off by more than 30 degrees or so, the
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// Lipschitz condition will no longer hold (i.e. you might get artifacts). The worst
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// case is parallel surfaces that are close to each other.
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//
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// Most have a float argument <r> to specify the radius of the feature they represent.
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// This should be much smaller than the object size.
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//
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// Some of them have checks like "if ((-a < r) && (-b < r))" that restrict
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// their influence (and computation cost) to a certain area. You might
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// want to lift that restriction or enforce it. We have left it as comments
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// in some cases.
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//
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// usage example:
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//
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// float fTwoBoxes(vec3 p) {
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// float box0 = fBox(p, vec3(1));
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// float box1 = fBox(p-vec3(1), vec3(1));
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// return fOpUnionChamfer(box0, box1, 0.2);
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// }
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//
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////////////////////////////////////////////////////////////////
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// The "Chamfer" flavour makes a 45-degree chamfered edge (the diagonal of a square of size <r>):
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float fOpUnionChamfer(float a, float b, float r) {
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return min(min(a, b), (a - r + b)*sqrt(0.5));
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}
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// Intersection has to deal with what is normally the inside of the resulting object
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// when using union, which we normally don't care about too much. Thus, intersection
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// implementations sometimes differ from union implementations.
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float fOpIntersectionChamfer(float a, float b, float r) {
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return max(max(a, b), (a + r + b)*sqrt(0.5));
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}
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// Difference can be built from Intersection or Union:
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float fOpDifferenceChamfer (float a, float b, float r) {
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return fOpIntersectionChamfer(a, -b, r);
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}
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// The "Round" variant uses a quarter-circle to join the two objects smoothly:
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float fOpUnionRound(float a, float b, float r) {
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vec2 u = max(vec2(r - a,r - b), vec2(0));
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return max(r, min (a, b)) - length(u);
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}
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float fOpIntersectionRound(float a, float b, float r) {
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vec2 u = max(vec2(r + a,r + b), vec2(0));
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return min(-r, max (a, b)) + length(u);
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}
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float fOpDifferenceRound (float a, float b, float r) {
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return fOpIntersectionRound(a, -b, r);
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}
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// The "Columns" flavour makes n-1 circular columns at a 45 degree angle:
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float fOpUnionColumns(float a, float b, float r, float n) {
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if ((a < r) && (b < r)) {
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vec2 p = vec2(a, b);
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float columnradius = r*sqrt(2.)/((n-1.)*2.+sqrt(2.));
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pR45(p);
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p.x -= sqrt(2.)/2.*r;
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p.x += columnradius*sqrt(2.);
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if (mod(n,2.) == 1.) {
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p.y += columnradius;
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}
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// At this point, we have turned 45 degrees and moved at a point on the
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// diagonal that we want to place the columns on.
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// 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));
|
|
}
|
|
|
|
////// End of library
|
|
|
|
|
|
mat2 Rot(float a) {
|
|
float s=sin(a), c=cos(a);
|
|
return mat2(c, -s, s, c);
|
|
}
|
|
|
|
vec3 applyFog(in vec3 color, in float distance) {
|
|
float fogAmount = 1.0 - exp(-distance * 0.01);
|
|
vec3 fogColor = vec3(0.17, 0.16, 0.24);
|
|
return mix( color, fogColor, fogAmount );
|
|
}
|
|
|
|
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), 0.15);
|
|
float d2 = fCapsule(pos - vec3(0.,0., -0.5), vec3(0., 0.0, 0.), vec3(0., 0., 1.), 0.2);
|
|
return 0.8 * fOpDifferenceRound(d1,d2,0.1)-0.02;}
|
|
|
|
|
|
// Scene
|
|
vec2 mapScene(in vec3 p) {
|
|
float d = 1e10;
|
|
|
|
float dGround = p.y + 1.5;
|
|
d = min(d, dGround);
|
|
|
|
float c1 = sdCog(p+vec3(1., 0., 0.), u_time);
|
|
d = min(d, c1);
|
|
|
|
float c2 = sdCog(p+vec3(0.5, -.87, 0.), -u_time);
|
|
d = min(d, c2);
|
|
|
|
float c3 = sdCog(p+vec3(0.5, .87, 0.), -u_time);
|
|
d = min(d, c3);
|
|
|
|
float mat = 0.;
|
|
|
|
if ( d == c1) mat = 1.;
|
|
if ( d == c2) mat = 2.;
|
|
if ( d == c3) mat = 3.;
|
|
|
|
return vec2(d, mat);
|
|
}
|
|
|
|
vec2 castRay(vec3 ro, vec3 rd) {
|
|
float t = 0.0;
|
|
float mat = 0.;
|
|
for(int i=0; i < 100; i++) {
|
|
vec3 p = ro + rd * t;
|
|
vec2 res = mapScene(p);
|
|
t += res.x;
|
|
mat = res.y;
|
|
if (t > 20. || res.x < abs(0.0001*t) ) break;
|
|
}
|
|
if (t > 20.) t = -1.0;
|
|
return vec2(t, mat);
|
|
}
|
|
|
|
float castShadow(vec3 ro, vec3 rd) {
|
|
float res = 1.0;
|
|
float t = 0.001;
|
|
for(int i = 0; i < 100; i++) {
|
|
vec3 pos = ro + t* rd;
|
|
float h = mapScene(pos).x;
|
|
res = min(res, 10.0*h/t);
|
|
if (abs(h) < (0.001*t) ) break;
|
|
t += h;
|
|
if (t > 20.) break;
|
|
}
|
|
return clamp(res,0., 1.);
|
|
}
|
|
|
|
vec3 calcNormal(vec3 pos) {
|
|
vec2 e = vec2(.001, 0.);
|
|
vec3 n = vec3( mapScene(pos+e.xyy).x - mapScene(pos-e.xyy).x,
|
|
mapScene(pos+e.yxy).x - mapScene(pos-e.yxy).x,
|
|
mapScene(pos+e.yyx).x - mapScene(pos-e.yyx).x
|
|
);
|
|
return normalize(n);
|
|
}
|
|
|
|
vec3 fresnel( vec3 F0, vec3 h, vec3 l ) {
|
|
return F0 + ( 1.0 - F0 ) * pow( clamp( 1.0 - dot( h, l ), 0.0, 1.0 ), 5.0 );
|
|
}
|
|
|
|
|
|
vec3 shading(vec3 v, vec3 n, vec3 dir, float material) {
|
|
float shininess = 1.;
|
|
vec3 final = vec3( 0.0 );
|
|
vec3 ref = reflect( dir, n );
|
|
vec3 Ks = vec3( 0.5 );
|
|
vec3 Kd = vec3( 1.0 );
|
|
vec3 outMaterial = vec3(0.1686, 0.1686, 0.1686);
|
|
|
|
if (material == 0.) {
|
|
outMaterial = vec3(0.1412, 0.1412, 0.1412);
|
|
shininess = 11.1;
|
|
} else if (material == 1.) {
|
|
outMaterial = vec3(0.1765, 1.1961, 0.2275);
|
|
shininess = 31.;
|
|
} else if (material == 2.) {
|
|
outMaterial = vec3(1.1765, 0.1961, 0.2275);
|
|
shininess = 21.;
|
|
} else if (material == 3.) {
|
|
outMaterial = vec3(0.1765, 0.1961, 1.2275);
|
|
shininess = 21.;
|
|
}
|
|
|
|
// light 0
|
|
{
|
|
vec3 light_pos = vec3( -2.,.3, 10. );
|
|
vec3 light_color = vec3(0.71, 0.51, 0.72) * 5.;
|
|
|
|
vec3 vl = normalize( light_pos - v );
|
|
|
|
vec3 diffuse = Kd * vec3( max( 0.0, dot( vl, n ) ) );
|
|
vec3 specular = vec3( max( 0.0, dot( vl, ref ) ) );
|
|
|
|
vec3 F = fresnel( Ks, normalize( vl - dir ), vl );
|
|
specular = pow( specular, vec3( shininess ) );
|
|
final += outMaterial * specular * light_color * mix( diffuse, specular, F );
|
|
}
|
|
|
|
// light 1
|
|
{
|
|
vec3 light_pos = vec3( 5.0, 5.0, -20.0 );
|
|
vec3 light_color = vec3(0.14, 0.36, 0.83)* 7.;
|
|
|
|
vec3 vl = normalize( light_pos - v );
|
|
|
|
vec3 diffuse = Kd * vec3( max( 0.0, dot( vl, n ) ) );
|
|
vec3 specular = vec3( max( 0.0, dot( vl, ref ) ) );
|
|
|
|
vec3 F = fresnel( Ks, normalize( vl - dir ), vl );
|
|
specular = pow( specular, vec3( shininess ) );
|
|
|
|
final += outMaterial * specular * light_color * mix( diffuse, specular, F );
|
|
}
|
|
{
|
|
vec3 SUN_DIR = vec3(0. , .4, 1.);
|
|
float sun_dif = clamp(dot(n, SUN_DIR), 0., 1.);
|
|
float shadow = castShadow(v + n*0.02, SUN_DIR);
|
|
final += outMaterial * vec3(1.1,1.2, 1.5) * sun_dif * sun_dif * shadow;
|
|
}
|
|
{
|
|
vec3 SUN_DIR = vec3(0. , .6, -1.);
|
|
float sun_dif = clamp(dot(n, SUN_DIR), 0., 1.);
|
|
final += outMaterial * vec3(0.0353, 0.2667, 0.4784) * sun_dif;
|
|
}
|
|
// final += texture( iChannel0, ref ).rgb * fresnel( Ks, n, -dir );
|
|
// vec3 col = vec3(0.4)* ref.x;
|
|
//vec3 col = vec3(0.0588, 0.0588, 0.1216);// - vec3(0.149, 0.0863, 0.2314) * v.x;
|
|
//final += col * fresnel( vec3(.5), ref, -dir );
|
|
|
|
return final;
|
|
}
|
|
|
|
|
|
void main()
|
|
{
|
|
vec2 p = (2.0 * gl_FragCoord.xy - u_resolution.xy) / u_resolution.y;
|
|
float angle = u_time*0.4;
|
|
// camera
|
|
vec3 ta = vec3(0.0, 0., 1.0);
|
|
vec3 ro = ta + vec3(2., 0., 4.); // + vec3(4.*sin(angle), cos(angle), 4.*cos(angle)); // *cos(angle))
|
|
|
|
vec3 ww = normalize(ta-ro);
|
|
vec3 uu = normalize(cross(ww, vec3(0.,1.0, 0.))); // vec3 = pitch, yaw, pan
|
|
vec3 vv = normalize(cross(uu,ww));
|
|
vec3 rd = normalize(p.x * uu + p.y*vv + ww * 2.0); // camera
|
|
|
|
// global light
|
|
vec3 col = vec3(0.1451, 0.1098, 0.1608) - vec3(0.9725, 0.5176, 0.0) *rd.y;
|
|
vec2 t = castRay(ro, rd);
|
|
|
|
if (t.x > 0.) {
|
|
vec3 pos = ro + rd * t.x;
|
|
vec3 nor = calcNormal(pos);
|
|
col = shading(pos, nor, rd , t.y);
|
|
// apply fog
|
|
col = applyFog(col, t.x);
|
|
}
|
|
|
|
gl_FragColor = vec4( pow( col, vec3(1.0/1.3) ), 1.0 );
|
|
} |