@rosetears/aili-pi 0.1.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (531) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +109 -0
  3. package/THIRD_PARTY_NOTICES.md +64 -0
  4. package/extensions/index.ts +6 -0
  5. package/install.sh +5 -0
  6. package/manifests/adapter-evidence.json +45 -0
  7. package/manifests/capabilities.json +124 -0
  8. package/manifests/live-verification.json +26 -0
  9. package/manifests/provenance.json +71 -0
  10. package/manifests/roles.json +474 -0
  11. package/manifests/sbom.json +7797 -0
  12. package/manifests/skill-compatibility.json +8100 -0
  13. package/manifests/subagent-provenance.json +37 -0
  14. package/package.json +91 -0
  15. package/prompts/build.md +8 -0
  16. package/prompts/define.md +8 -0
  17. package/prompts/ideate.md +8 -0
  18. package/prompts/local-review.md +8 -0
  19. package/prompts/ship.md +8 -0
  20. package/roles/agent-evaluator.md +47 -0
  21. package/roles/ai-regression-scout.md +47 -0
  22. package/roles/browser-qa-runner.md +47 -0
  23. package/roles/code-reviewer.md +47 -0
  24. package/roles/code-scout.md +47 -0
  25. package/roles/convergence-reviewer.md +55 -0
  26. package/roles/doc-researcher.md +47 -0
  27. package/roles/e2e-artifact-runner.md +47 -0
  28. package/roles/implementer.md +47 -0
  29. package/roles/opensource-sanitizer.md +47 -0
  30. package/roles/plan-auditor.md +47 -0
  31. package/roles/pr-test-analyzer.md +47 -0
  32. package/roles/security-auditor.md +47 -0
  33. package/roles/silent-failure-reviewer.md +47 -0
  34. package/roles/spec-miner.md +47 -0
  35. package/roles/test-coverage-reviewer.md +47 -0
  36. package/roles/test-engineer.md +48 -0
  37. package/roles/web-performance-auditor.md +47 -0
  38. package/roles/web-researcher.md +47 -0
  39. package/scripts/apply-adapter-evidence.ts +73 -0
  40. package/scripts/bootstrap.sh +180 -0
  41. package/scripts/generate-provenance.ts +143 -0
  42. package/scripts/local-package-e2e.ts +51 -0
  43. package/scripts/sync-roles.ts +213 -0
  44. package/scripts/sync-skills.ts +356 -0
  45. package/scripts/validate-runtime.ts +11 -0
  46. package/skills/academic-paper-review/SKILL.md +81 -0
  47. package/skills/agents-md-initialization/SKILL.md +121 -0
  48. package/skills/agents-md-initialization/references/agents-template.md +83 -0
  49. package/skills/agents-md-initialization/references/agents_md.py +215 -0
  50. package/skills/ai-regression-scout/SKILL.md +24 -0
  51. package/skills/aili-delivery-flow/SKILL.md +125 -0
  52. package/skills/aili-delivery-flow/references/artifact-contracts.md +138 -0
  53. package/skills/aili-delivery-flow/references/backend-routing.md +40 -0
  54. package/skills/aili-delivery-flow/references/build-execution-loop.md +113 -0
  55. package/skills/aili-delivery-flow/references/build-goal-mode.md +3 -0
  56. package/skills/aili-delivery-flow/references/direct-vs-delegated-work.md +38 -0
  57. package/skills/aili-delivery-flow/references/implementation-packages.md +54 -0
  58. package/skills/aili-delivery-flow/references/lifecycle.md +127 -0
  59. package/skills/aili-delivery-flow/references/protocols/acceptance-test-plan.md +18 -0
  60. package/skills/aili-delivery-flow/references/protocols/alignment-questionnaire.md +10 -0
  61. package/skills/aili-delivery-flow/references/protocols/closeout-report.md +101 -0
  62. package/skills/aili-delivery-flow/references/protocols/compact-evidence-pack.md +46 -0
  63. package/skills/aili-delivery-flow/references/protocols/idea-brief.md +10 -0
  64. package/skills/aili-delivery-flow/references/protocols/implementation-package.md +53 -0
  65. package/skills/aili-delivery-flow/references/protocols/research-evidence-pack.md +19 -0
  66. package/skills/aili-delivery-flow/references/protocols/review-report.md +7 -0
  67. package/skills/aili-delivery-flow/references/protocols/spec-draft.md +12 -0
  68. package/skills/aili-delivery-flow/references/protocols/subagent-result.md +60 -0
  69. package/skills/aili-delivery-flow/references/protocols/subagent-task-packet.md +29 -0
  70. package/skills/aili-delivery-flow/references/protocols/worktree-context.md +109 -0
  71. package/skills/aili-delivery-flow/references/questionnaire-policy.md +62 -0
  72. package/skills/aili-delivery-flow/references/review-repair-loop.md +16 -0
  73. package/skills/aili-delivery-flow/references/test-document-policy.md +35 -0
  74. package/skills/android-native-dev/SKILL.md +722 -0
  75. package/skills/android-native-dev/references/accessibility.md +209 -0
  76. package/skills/android-native-dev/references/adaptive-screens.md +231 -0
  77. package/skills/android-native-dev/references/design-style-guide.md +365 -0
  78. package/skills/android-native-dev/references/functional-requirements.md +229 -0
  79. package/skills/android-native-dev/references/motion-system.md +203 -0
  80. package/skills/android-native-dev/references/performance-stability.md +223 -0
  81. package/skills/android-native-dev/references/privacy-security.md +244 -0
  82. package/skills/android-native-dev/references/testing.md +554 -0
  83. package/skills/android-native-dev/references/visual-design.md +246 -0
  84. package/skills/api-and-interface-design/SKILL.md +318 -0
  85. package/skills/browser-qa/SKILL.md +32 -0
  86. package/skills/browser-testing-with-devtools/SKILL.md +323 -0
  87. package/skills/build-failure-repair/SKILL.md +49 -0
  88. package/skills/chart-visualization/SKILL.md +73 -0
  89. package/skills/ci-cd-and-automation/SKILL.md +353 -0
  90. package/skills/code-review-and-quality/SKILL.md +375 -0
  91. package/skills/code-review-quality-gates/SKILL.md +132 -0
  92. package/skills/code-simplification/SKILL.md +371 -0
  93. package/skills/comment-accuracy-review/SKILL.md +37 -0
  94. package/skills/consulting-analysis/SKILL.md +69 -0
  95. package/skills/context-engineering/SKILL.md +375 -0
  96. package/skills/coverage-review/SKILL.md +24 -0
  97. package/skills/data-analysis/SKILL.md +74 -0
  98. package/skills/deprecation-and-migration/SKILL.md +222 -0
  99. package/skills/documentation-and-adrs/SKILL.md +330 -0
  100. package/skills/e2e-artifact-handling/SKILL.md +30 -0
  101. package/skills/evidence-scoped-retrospective/SKILL.md +156 -0
  102. package/skills/explain-by-allegory/SKILL.md +99 -0
  103. package/skills/flutter-dev/SKILL.md +162 -0
  104. package/skills/flutter-dev/references/animations.md +497 -0
  105. package/skills/flutter-dev/references/bloc-state.md +281 -0
  106. package/skills/flutter-dev/references/forms.md +656 -0
  107. package/skills/flutter-dev/references/gorouter-navigation.md +257 -0
  108. package/skills/flutter-dev/references/localization.md +510 -0
  109. package/skills/flutter-dev/references/networking.md +566 -0
  110. package/skills/flutter-dev/references/performance.md +305 -0
  111. package/skills/flutter-dev/references/platform-specific.md +417 -0
  112. package/skills/flutter-dev/references/project-structure.md +273 -0
  113. package/skills/flutter-dev/references/riverpod-state.md +232 -0
  114. package/skills/flutter-dev/references/testing.md +364 -0
  115. package/skills/flutter-dev/references/widget-patterns.md +233 -0
  116. package/skills/frontend-dev/SKILL.md +468 -0
  117. package/skills/frontend-dev/canvas-fonts/ArsenalSC-OFL.txt +93 -0
  118. package/skills/frontend-dev/canvas-fonts/ArsenalSC-Regular.ttf +0 -0
  119. package/skills/frontend-dev/canvas-fonts/BigShoulders-Bold.ttf +0 -0
  120. package/skills/frontend-dev/canvas-fonts/BigShoulders-OFL.txt +93 -0
  121. package/skills/frontend-dev/canvas-fonts/BigShoulders-Regular.ttf +0 -0
  122. package/skills/frontend-dev/canvas-fonts/Boldonse-OFL.txt +93 -0
  123. package/skills/frontend-dev/canvas-fonts/Boldonse-Regular.ttf +0 -0
  124. package/skills/frontend-dev/canvas-fonts/BricolageGrotesque-Bold.ttf +0 -0
  125. package/skills/frontend-dev/canvas-fonts/BricolageGrotesque-OFL.txt +93 -0
  126. package/skills/frontend-dev/canvas-fonts/BricolageGrotesque-Regular.ttf +0 -0
  127. package/skills/frontend-dev/canvas-fonts/CrimsonPro-Bold.ttf +0 -0
  128. package/skills/frontend-dev/canvas-fonts/CrimsonPro-Italic.ttf +0 -0
  129. package/skills/frontend-dev/canvas-fonts/CrimsonPro-OFL.txt +93 -0
  130. package/skills/frontend-dev/canvas-fonts/CrimsonPro-Regular.ttf +0 -0
  131. package/skills/frontend-dev/canvas-fonts/DMMono-OFL.txt +93 -0
  132. package/skills/frontend-dev/canvas-fonts/DMMono-Regular.ttf +0 -0
  133. package/skills/frontend-dev/canvas-fonts/EricaOne-OFL.txt +94 -0
  134. package/skills/frontend-dev/canvas-fonts/EricaOne-Regular.ttf +0 -0
  135. package/skills/frontend-dev/canvas-fonts/GeistMono-Bold.ttf +0 -0
  136. package/skills/frontend-dev/canvas-fonts/GeistMono-OFL.txt +93 -0
  137. package/skills/frontend-dev/canvas-fonts/GeistMono-Regular.ttf +0 -0
  138. package/skills/frontend-dev/canvas-fonts/Gloock-OFL.txt +93 -0
  139. package/skills/frontend-dev/canvas-fonts/Gloock-Regular.ttf +0 -0
  140. package/skills/frontend-dev/canvas-fonts/IBMPlexMono-Bold.ttf +0 -0
  141. package/skills/frontend-dev/canvas-fonts/IBMPlexMono-OFL.txt +93 -0
  142. package/skills/frontend-dev/canvas-fonts/IBMPlexMono-Regular.ttf +0 -0
  143. package/skills/frontend-dev/canvas-fonts/IBMPlexSerif-Bold.ttf +0 -0
  144. package/skills/frontend-dev/canvas-fonts/IBMPlexSerif-BoldItalic.ttf +0 -0
  145. package/skills/frontend-dev/canvas-fonts/IBMPlexSerif-Italic.ttf +0 -0
  146. package/skills/frontend-dev/canvas-fonts/IBMPlexSerif-Regular.ttf +0 -0
  147. package/skills/frontend-dev/canvas-fonts/InstrumentSans-Bold.ttf +0 -0
  148. package/skills/frontend-dev/canvas-fonts/InstrumentSans-BoldItalic.ttf +0 -0
  149. package/skills/frontend-dev/canvas-fonts/InstrumentSans-Italic.ttf +0 -0
  150. package/skills/frontend-dev/canvas-fonts/InstrumentSans-OFL.txt +93 -0
  151. package/skills/frontend-dev/canvas-fonts/InstrumentSans-Regular.ttf +0 -0
  152. package/skills/frontend-dev/canvas-fonts/InstrumentSerif-Italic.ttf +0 -0
  153. package/skills/frontend-dev/canvas-fonts/InstrumentSerif-Regular.ttf +0 -0
  154. package/skills/frontend-dev/canvas-fonts/Italiana-OFL.txt +93 -0
  155. package/skills/frontend-dev/canvas-fonts/Italiana-Regular.ttf +0 -0
  156. package/skills/frontend-dev/canvas-fonts/JetBrainsMono-Bold.ttf +0 -0
  157. package/skills/frontend-dev/canvas-fonts/JetBrainsMono-OFL.txt +93 -0
  158. package/skills/frontend-dev/canvas-fonts/JetBrainsMono-Regular.ttf +0 -0
  159. package/skills/frontend-dev/canvas-fonts/Jura-Light.ttf +0 -0
  160. package/skills/frontend-dev/canvas-fonts/Jura-Medium.ttf +0 -0
  161. package/skills/frontend-dev/canvas-fonts/Jura-OFL.txt +93 -0
  162. package/skills/frontend-dev/canvas-fonts/LibreBaskerville-OFL.txt +93 -0
  163. package/skills/frontend-dev/canvas-fonts/LibreBaskerville-Regular.ttf +0 -0
  164. package/skills/frontend-dev/canvas-fonts/Lora-Bold.ttf +0 -0
  165. package/skills/frontend-dev/canvas-fonts/Lora-BoldItalic.ttf +0 -0
  166. package/skills/frontend-dev/canvas-fonts/Lora-Italic.ttf +0 -0
  167. package/skills/frontend-dev/canvas-fonts/Lora-OFL.txt +93 -0
  168. package/skills/frontend-dev/canvas-fonts/Lora-Regular.ttf +0 -0
  169. package/skills/frontend-dev/canvas-fonts/NationalPark-Bold.ttf +0 -0
  170. package/skills/frontend-dev/canvas-fonts/NationalPark-OFL.txt +93 -0
  171. package/skills/frontend-dev/canvas-fonts/NationalPark-Regular.ttf +0 -0
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  173. package/skills/frontend-dev/canvas-fonts/NothingYouCouldDo-Regular.ttf +0 -0
  174. package/skills/frontend-dev/canvas-fonts/Outfit-Bold.ttf +0 -0
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  176. package/skills/frontend-dev/canvas-fonts/Outfit-Regular.ttf +0 -0
  177. package/skills/frontend-dev/canvas-fonts/PixelifySans-Medium.ttf +0 -0
  178. package/skills/frontend-dev/canvas-fonts/PixelifySans-OFL.txt +93 -0
  179. package/skills/frontend-dev/canvas-fonts/PoiretOne-OFL.txt +93 -0
  180. package/skills/frontend-dev/canvas-fonts/PoiretOne-Regular.ttf +0 -0
  181. package/skills/frontend-dev/canvas-fonts/RedHatMono-Bold.ttf +0 -0
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  183. package/skills/frontend-dev/canvas-fonts/RedHatMono-Regular.ttf +0 -0
  184. package/skills/frontend-dev/canvas-fonts/Silkscreen-OFL.txt +93 -0
  185. package/skills/frontend-dev/canvas-fonts/Silkscreen-Regular.ttf +0 -0
  186. package/skills/frontend-dev/canvas-fonts/SmoochSans-Medium.ttf +0 -0
  187. package/skills/frontend-dev/canvas-fonts/SmoochSans-OFL.txt +93 -0
  188. package/skills/frontend-dev/canvas-fonts/Tektur-Medium.ttf +0 -0
  189. package/skills/frontend-dev/canvas-fonts/Tektur-OFL.txt +93 -0
  190. package/skills/frontend-dev/canvas-fonts/Tektur-Regular.ttf +0 -0
  191. package/skills/frontend-dev/canvas-fonts/WorkSans-Bold.ttf +0 -0
  192. package/skills/frontend-dev/canvas-fonts/WorkSans-BoldItalic.ttf +0 -0
  193. package/skills/frontend-dev/canvas-fonts/WorkSans-Italic.ttf +0 -0
  194. package/skills/frontend-dev/canvas-fonts/WorkSans-OFL.txt +93 -0
  195. package/skills/frontend-dev/canvas-fonts/WorkSans-Regular.ttf +0 -0
  196. package/skills/frontend-dev/canvas-fonts/YoungSerif-OFL.txt +93 -0
  197. package/skills/frontend-dev/canvas-fonts/YoungSerif-Regular.ttf +0 -0
  198. package/skills/frontend-dev/references/asset-prompt-guide.md +43 -0
  199. package/skills/frontend-dev/references/env-setup.md +33 -0
  200. package/skills/frontend-dev/references/minimax-cli-reference.md +133 -0
  201. package/skills/frontend-dev/references/minimax-image-guide.md +65 -0
  202. package/skills/frontend-dev/references/minimax-music-guide.md +216 -0
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  204. package/skills/frontend-dev/references/minimax-video-guide.md +82 -0
  205. package/skills/frontend-dev/references/minimax-voice-catalog.md +685 -0
  206. package/skills/frontend-dev/references/motion-recipes.md +407 -0
  207. package/skills/frontend-dev/references/troubleshooting.md +85 -0
  208. package/skills/frontend-dev/scripts/minimax_image.py +137 -0
  209. package/skills/frontend-dev/scripts/minimax_music.py +157 -0
  210. package/skills/frontend-dev/scripts/minimax_tts.py +127 -0
  211. package/skills/frontend-dev/scripts/minimax_video.py +187 -0
  212. package/skills/frontend-dev/templates/generator_template.js +223 -0
  213. package/skills/frontend-dev/templates/viewer.html +599 -0
  214. package/skills/frontend-ui-engineering/SKILL.md +367 -0
  215. package/skills/fullstack-dev/SKILL.md +819 -0
  216. package/skills/fullstack-dev/references/api-design.md +444 -0
  217. package/skills/fullstack-dev/references/auth-flow.md +165 -0
  218. package/skills/fullstack-dev/references/db-schema.md +706 -0
  219. package/skills/fullstack-dev/references/django-best-practices.md +466 -0
  220. package/skills/fullstack-dev/references/environment-management.md +78 -0
  221. package/skills/fullstack-dev/references/release-checklist.md +278 -0
  222. package/skills/fullstack-dev/references/technology-selection.md +254 -0
  223. package/skills/fullstack-dev/references/testing-strategy.md +404 -0
  224. package/skills/git-workflow-and-versioning/SKILL.md +446 -0
  225. package/skills/github-evidence-triage/SKILL.md +115 -0
  226. package/skills/harness-evolution/SKILL.md +59 -0
  227. package/skills/harness-evolution/references/activation-matrix.md +13 -0
  228. package/skills/harness-evolution/references/approval-policy.md +20 -0
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  232. package/skills/harness-issue-triage/SKILL.md +72 -0
  233. package/skills/harness-issue-triage/references/component-diagnosis.md +25 -0
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  236. package/skills/idea-refine/SKILL.md +191 -0
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  519. package/src/runtime/contracts.ts +9 -0
  520. package/src/runtime/doctor.ts +134 -0
  521. package/src/runtime/global-resources.ts +152 -0
  522. package/src/runtime/index.ts +23 -0
  523. package/src/runtime/lifecycle.ts +19 -0
  524. package/src/runtime/native-integrations.ts +44 -0
  525. package/src/runtime/path-boundaries.ts +69 -0
  526. package/src/runtime/registry.ts +213 -0
  527. package/src/runtime/roles.ts +64 -0
  528. package/src/runtime/rose-context.ts +24 -0
  529. package/src/runtime/subagents.ts +426 -0
  530. package/templates/APPEND_SYSTEM.md +12 -0
  531. package/upstream/aili-workflows.lock.json +3226 -0
@@ -0,0 +1,467 @@
1
+ # Ray Marching
2
+
3
+ ## Use Cases
4
+
5
+ - Rendering implicit surfaces (geometry defined by mathematical functions) without triangle meshes
6
+ - Creating fractals, organic forms, liquid metal, and other shapes difficult to express with traditional modeling
7
+ - Implementing volumetric effects: fire, smoke, clouds, glow
8
+ - Rapid prototyping of procedural scenes: building complex scenes by combining SDF primitives with boolean operations
9
+ - Advanced distance-field-based lighting: soft shadows, ambient occlusion, subsurface scattering
10
+
11
+ ## Core Principles
12
+
13
+ Cast a ray from the camera along each pixel direction, advancing step by step using a **Signed Distance Function (SDF)** (Sphere Tracing). Each step advances by the SDF value at the current point, guaranteeing no surface penetration.
14
+
15
+ - Ray equation: `P(t) = ro + t * rd`
16
+ - Stepping logic: `t += SDF(P(t))`
17
+ - Hit test: `SDF(P) < epsilon`
18
+ - Normal estimation: `N = normalize(gradient of SDF(P))` (direction of the SDF gradient)
19
+ - Volumetric rendering: advance at fixed step size, accumulating density and color per step (front-to-back compositing)
20
+
21
+ ## Implementation Steps
22
+
23
+ ### Step 1: UV Normalization and Ray Direction
24
+
25
+ ```glsl
26
+ // Concise version
27
+ vec2 uv = (2.0 * fragCoord - iResolution.xy) / iResolution.y;
28
+ vec3 ro = vec3(0.0, 0.0, -3.0);
29
+ vec3 rd = normalize(vec3(uv, 1.0)); // z=1.0 ~ 90 deg FOV
30
+
31
+ // Precise FOV control
32
+ vec2 xy = fragCoord - iResolution.xy / 2.0;
33
+ float z = iResolution.y / tan(radians(FOV) / 2.0);
34
+ vec3 rd = normalize(vec3(xy, -z));
35
+ ```
36
+
37
+ ### Step 2: Camera Matrix (Look-At)
38
+
39
+ ```glsl
40
+ mat3 setCamera(vec3 ro, vec3 ta, float cr) {
41
+ vec3 cw = normalize(ta - ro);
42
+ vec3 cp = vec3(sin(cr), cos(cr), 0.0);
43
+ vec3 cu = normalize(cross(cw, cp));
44
+ vec3 cv = cross(cu, cw);
45
+ return mat3(cu, cv, cw);
46
+ }
47
+
48
+ mat3 ca = setCamera(ro, ta, 0.0);
49
+ vec3 rd = ca * normalize(vec3(uv, FOCAL_LENGTH)); // 1.0~3.0, larger = narrower FOV
50
+ ```
51
+
52
+ ### Step 3: Scene SDF
53
+
54
+ ```glsl
55
+ // SDF primitives
56
+ float sdSphere(vec3 p, float r) { return length(p) - r; }
57
+
58
+ float sdBox(vec3 p, vec3 b) {
59
+ vec3 d = abs(p) - b;
60
+ return min(max(d.x, max(d.y, d.z)), 0.0) + length(max(d, 0.0));
61
+ }
62
+
63
+ float sdTorus(vec3 p, vec2 t) {
64
+ return length(vec2(length(p.xz) - t.x, p.y)) - t.y;
65
+ }
66
+
67
+ // Boolean operations
68
+ float opUnion(float a, float b) { return min(a, b); }
69
+ float opSubtraction(float a, float b) { return max(a, -b); }
70
+ float opIntersection(float a, float b) { return max(a, b); }
71
+
72
+ // Smooth blending, adjustable k: 0.1~0.5
73
+ float smin(float a, float b, float k) {
74
+ float h = max(k - abs(a - b), 0.0);
75
+ return min(a, b) - h * h * 0.25 / k;
76
+ }
77
+
78
+ // Scene composition
79
+ float map(vec3 p) {
80
+ float d = sdSphere(p - vec3(0.0, 0.5, 0.0), 0.5);
81
+ d = opUnion(d, p.y); // ground
82
+ d = smin(d, sdBox(p - vec3(1.0, 0.3, 0.0), vec3(0.3)), 0.2); // smooth blend with box
83
+ return d;
84
+ }
85
+ ```
86
+
87
+ ### Step 4: Ray Marching Loop
88
+
89
+ ```glsl
90
+ #define MAX_STEPS 128
91
+ #define MAX_DIST 100.0
92
+ #define SURF_DIST 0.001
93
+
94
+ float rayMarch(vec3 ro, vec3 rd) {
95
+ float t = 0.0;
96
+ for (int i = 0; i < MAX_STEPS; i++) {
97
+ vec3 p = ro + t * rd;
98
+ float d = map(p);
99
+ if (d < SURF_DIST) return t;
100
+ t += d;
101
+ if (t > MAX_DIST) break;
102
+ }
103
+ return -1.0;
104
+ }
105
+ ```
106
+
107
+ ### Step 5: Normal Estimation
108
+
109
+ ```glsl
110
+ // Central differences (6 SDF evaluations)
111
+ vec3 calcNormal(vec3 p) {
112
+ vec2 e = vec2(0.001, 0.0);
113
+ return normalize(vec3(
114
+ map(p + e.xyy) - map(p - e.xyy),
115
+ map(p + e.yxy) - map(p - e.yxy),
116
+ map(p + e.yyx) - map(p - e.yyx)
117
+ ));
118
+ }
119
+
120
+ // Tetrahedral trick (4 SDF evaluations, recommended)
121
+ vec3 calcNormal(vec3 pos) {
122
+ vec3 n = vec3(0.0);
123
+ for (int i = 0; i < 4; i++) {
124
+ vec3 e = 0.5773 * (2.0 * vec3((((i+3)>>1)&1), ((i>>1)&1), (i&1)) - 1.0);
125
+ n += e * map(pos + 0.001 * e);
126
+ }
127
+ return normalize(n);
128
+ }
129
+ ```
130
+
131
+ ### Step 6: Lighting and Shading
132
+
133
+ ```glsl
134
+ vec3 shade(vec3 p, vec3 rd) {
135
+ vec3 nor = calcNormal(p);
136
+ vec3 lightDir = normalize(vec3(0.6, 0.35, 0.5));
137
+ vec3 halfDir = normalize(lightDir - rd);
138
+
139
+ float diff = clamp(dot(nor, lightDir), 0.0, 1.0);
140
+ float spec = pow(clamp(dot(nor, halfDir), 0.0, 1.0), SHININESS); // 8~64
141
+ float sky = sqrt(clamp(0.5 + 0.5 * nor.y, 0.0, 1.0));
142
+
143
+ vec3 col = vec3(0.2, 0.2, 0.25);
144
+ vec3 lin = vec3(0.0);
145
+ lin += diff * vec3(1.3, 1.0, 0.7) * 2.2;
146
+ lin += sky * vec3(0.4, 0.6, 1.15) * 0.6;
147
+ lin += vec3(0.25) * 0.55;
148
+ col *= lin;
149
+ col += spec * vec3(1.3, 1.0, 0.7) * 5.0;
150
+ return col;
151
+ }
152
+ ```
153
+
154
+ ### Step 7: Post-Processing
155
+
156
+ ```glsl
157
+ col = pow(col, vec3(0.4545)); // Gamma correction (1/2.2)
158
+ col = col / (1.0 + col); // Reinhard tone mapping (optional, before gamma)
159
+
160
+ // Vignette (optional)
161
+ vec2 q = fragCoord / iResolution.xy;
162
+ col *= 0.5 + 0.5 * pow(16.0 * q.x * q.y * (1.0 - q.x) * (1.0 - q.y), 0.25);
163
+ ```
164
+
165
+ ## Full Code Template
166
+
167
+ Can be pasted directly into ShaderToy. Includes SDF scene, Phong lighting, soft shadows, and ambient occlusion:
168
+
169
+ ```glsl
170
+ // ============================================================
171
+ // Ray Marching Full Template — ShaderToy
172
+ // ============================================================
173
+
174
+ #define MAX_STEPS 128
175
+ #define MAX_DIST 100.0
176
+ #define SURF_DIST 0.001
177
+ #define SHADOW_STEPS 24
178
+ #define AO_STEPS 5
179
+ #define FOCAL_LENGTH 2.5
180
+ #define SHININESS 16.0
181
+
182
+ // --- SDF Primitives ---
183
+ float sdSphere(vec3 p, float r) { return length(p) - r; }
184
+
185
+ float sdBox(vec3 p, vec3 b) {
186
+ vec3 d = abs(p) - b;
187
+ return min(max(d.x, max(d.y, d.z)), 0.0) + length(max(d, 0.0));
188
+ }
189
+
190
+ float sdTorus(vec3 p, vec2 t) {
191
+ return length(vec2(length(p.xz) - t.x, p.y)) - t.y;
192
+ }
193
+
194
+ // --- Boolean Operations ---
195
+ float opUnion(float a, float b) { return min(a, b); }
196
+ float opSubtraction(float a, float b) { return max(a, -b); }
197
+ float opIntersection(float a, float b) { return max(a, b); }
198
+
199
+ float smin(float a, float b, float k) {
200
+ float h = max(k - abs(a - b), 0.0);
201
+ return min(a, b) - h * h * 0.25 / k;
202
+ }
203
+
204
+ mat2 rot2D(float a) {
205
+ float c = cos(a), s = sin(a);
206
+ return mat2(c, -s, s, c);
207
+ }
208
+
209
+ // --- Scene Definition ---
210
+ float map(vec3 p) {
211
+ float ground = p.y;
212
+ vec3 q = p - vec3(0.0, 0.8, 0.0);
213
+ q.xz *= rot2D(iTime * 0.5);
214
+ float body = smin(sdSphere(q, 0.5), sdTorus(q, vec2(0.8, 0.15)), 0.3);
215
+ return opUnion(ground, body);
216
+ }
217
+
218
+ // --- Normal (Tetrahedral Trick) ---
219
+ vec3 calcNormal(vec3 pos) {
220
+ vec3 n = vec3(0.0);
221
+ for (int i = min(iFrame,0); i < 4; i++) {
222
+ vec3 e = 0.5773 * (2.0 * vec3((((i+3)>>1)&1), ((i>>1)&1), (i&1)) - 1.0);
223
+ n += e * map(pos + 0.001 * e);
224
+ }
225
+ return normalize(n);
226
+ }
227
+
228
+ // --- Soft Shadows ---
229
+ float calcSoftShadow(vec3 ro, vec3 rd, float tmin, float tmax) {
230
+ float res = 1.0, t = tmin;
231
+ for (int i = 0; i < SHADOW_STEPS; i++) {
232
+ float h = map(ro + rd * t);
233
+ float s = clamp(8.0 * h / t, 0.0, 1.0);
234
+ res = min(res, s);
235
+ t += clamp(h, 0.01, 0.2);
236
+ if (res < 0.004 || t > tmax) break;
237
+ }
238
+ res = clamp(res, 0.0, 1.0);
239
+ return res * res * (3.0 - 2.0 * res);
240
+ }
241
+
242
+ // --- Ambient Occlusion ---
243
+ float calcAO(vec3 pos, vec3 nor) {
244
+ float occ = 0.0, sca = 1.0;
245
+ for (int i = 0; i < AO_STEPS; i++) {
246
+ float h = 0.01 + 0.12 * float(i) / float(AO_STEPS - 1);
247
+ float d = map(pos + h * nor);
248
+ occ += (h - d) * sca;
249
+ sca *= 0.95;
250
+ }
251
+ return clamp(1.0 - 3.0 * occ, 0.0, 1.0);
252
+ }
253
+
254
+ // --- Ray March ---
255
+ float rayMarch(vec3 ro, vec3 rd) {
256
+ float t = 0.0;
257
+ for (int i = 0; i < MAX_STEPS; i++) {
258
+ vec3 p = ro + t * rd;
259
+ float d = map(p);
260
+ if (abs(d) < SURF_DIST * (1.0 + t * 0.1)) return t;
261
+ t += d;
262
+ if (t > MAX_DIST) break;
263
+ }
264
+ return -1.0;
265
+ }
266
+
267
+ // --- Camera ---
268
+ mat3 setCamera(vec3 ro, vec3 ta, float cr) {
269
+ vec3 cw = normalize(ta - ro);
270
+ vec3 cp = vec3(sin(cr), cos(cr), 0.0);
271
+ vec3 cu = normalize(cross(cw, cp));
272
+ vec3 cv = cross(cu, cw);
273
+ return mat3(cu, cv, cw);
274
+ }
275
+
276
+ // --- Rendering ---
277
+ vec3 render(vec3 ro, vec3 rd) {
278
+ vec3 col = vec3(0.7, 0.7, 0.9) - max(rd.y, 0.0) * 0.3; // sky
279
+
280
+ float t = rayMarch(ro, rd);
281
+ if (t > 0.0) {
282
+ vec3 pos = ro + t * rd;
283
+ vec3 nor = calcNormal(pos);
284
+
285
+ // Material
286
+ vec3 mate = vec3(0.18);
287
+ if (pos.y < 0.001) {
288
+ float f = mod(floor(pos.x) + floor(pos.z), 2.0);
289
+ mate = vec3(0.1 + 0.05 * f);
290
+ } else {
291
+ mate = 0.2 + 0.2 * sin(vec3(0.0, 1.0, 2.0));
292
+ }
293
+
294
+ // Lighting
295
+ vec3 lightDir = normalize(vec3(-0.5, 0.4, -0.6));
296
+ float occ = calcAO(pos, nor);
297
+ float dif = clamp(dot(nor, lightDir), 0.0, 1.0);
298
+ dif *= calcSoftShadow(pos + nor * 0.01, lightDir, 0.02, 2.5);
299
+ vec3 hal = normalize(lightDir - rd);
300
+ float spe = pow(clamp(dot(nor, hal), 0.0, 1.0), SHININESS) * dif;
301
+ float sky = sqrt(clamp(0.5 + 0.5 * nor.y, 0.0, 1.0));
302
+
303
+ vec3 lin = vec3(0.0);
304
+ lin += dif * vec3(1.3, 1.0, 0.7) * 2.2;
305
+ lin += sky * vec3(0.4, 0.6, 1.15) * 0.6 * occ;
306
+ lin += vec3(0.25) * 0.55 * occ;
307
+ col = mate * lin;
308
+ col += spe * vec3(1.3, 1.0, 0.7) * 5.0;
309
+
310
+ col = mix(col, vec3(0.7, 0.7, 0.9), 1.0 - exp(-0.0001 * t * t * t)); // distance fog
311
+ }
312
+ return clamp(col, 0.0, 1.0);
313
+ }
314
+
315
+ void mainImage(out vec4 fragColor, in vec2 fragCoord) {
316
+ float time = 32.0 + iTime * 1.5;
317
+ vec2 mo = iMouse.xy / iResolution.xy;
318
+ vec3 ta = vec3(0.0, 0.5, 0.0);
319
+ vec3 ro = ta + vec3(4.0*cos(0.1*time+7.0*mo.x), 1.5, 4.0*sin(0.1*time+7.0*mo.x));
320
+ mat3 ca = setCamera(ro, ta, 0.0);
321
+
322
+ vec2 uv = (2.0 * fragCoord - iResolution.xy) / iResolution.y;
323
+ vec3 rd = ca * normalize(vec3(uv, FOCAL_LENGTH));
324
+
325
+ vec3 col = render(ro, rd);
326
+ col = pow(col, vec3(0.4545));
327
+
328
+ vec2 q = fragCoord / iResolution.xy;
329
+ col *= 0.5 + 0.5 * pow(16.0 * q.x * q.y * (1.0 - q.x) * (1.0 - q.y), 0.25);
330
+
331
+ fragColor = vec4(col, 1.0);
332
+ }
333
+ ```
334
+
335
+ ## Common Variants
336
+
337
+ ### 1. Volumetric Ray Marching
338
+
339
+ Advance at fixed step size, accumulating density/color per step. Used for fire, smoke, and clouds.
340
+
341
+ ```glsl
342
+ #define VOL_STEPS 150
343
+ #define VOL_STEP_SIZE 0.05
344
+
345
+ float fbmDensity(vec3 p) {
346
+ float den = 0.2 - p.y;
347
+ vec3 q = p - vec3(0.0, 1.0, 0.0) * iTime;
348
+ float f = 0.5000 * noise(q); q = q * 2.02 - vec3(0.0, 1.0, 0.0) * iTime;
349
+ f += 0.2500 * noise(q); q = q * 2.03 - vec3(0.0, 1.0, 0.0) * iTime;
350
+ f += 0.1250 * noise(q); q = q * 2.01 - vec3(0.0, 1.0, 0.0) * iTime;
351
+ f += 0.0625 * noise(q);
352
+ return den + 4.0 * f;
353
+ }
354
+
355
+ vec3 volumetricMarch(vec3 ro, vec3 rd) {
356
+ vec4 sum = vec4(0.0);
357
+ float t = 0.05;
358
+ for (int i = 0; i < VOL_STEPS; i++) {
359
+ vec3 pos = ro + t * rd;
360
+ float den = fbmDensity(pos);
361
+ if (den > 0.0) {
362
+ den = min(den, 1.0);
363
+ vec3 col = mix(vec3(1.0,0.5,0.05), vec3(0.48,0.53,0.5), clamp(pos.y*0.5,0.0,1.0));
364
+ col *= den; col.a = den * 0.6; col.rgb *= col.a;
365
+ sum += col * (1.0 - sum.a);
366
+ if (sum.a > 0.99) break;
367
+ }
368
+ t += VOL_STEP_SIZE;
369
+ }
370
+ return clamp(sum.rgb, 0.0, 1.0);
371
+ }
372
+ ```
373
+
374
+ ### 2. CSG Scene Construction
375
+
376
+ ```glsl
377
+ float sceneSDF(vec3 p) {
378
+ p = rotateY(iTime * 0.5) * p;
379
+ float sphere = sdSphere(p, 1.2);
380
+ float cube = sdBox(p, vec3(0.9));
381
+ float cyl = sdCylinder(p, vec2(0.4, 2.0));
382
+ float cylX = sdCylinder(p.yzx, vec2(0.4, 2.0));
383
+ float cylZ = sdCylinder(p.xzy, vec2(0.4, 2.0));
384
+ return opSubtraction(opIntersection(sphere, cube), opUnion(cyl, opUnion(cylX, cylZ)));
385
+ }
386
+ ```
387
+
388
+ ### 3. Physically-Based Volumetric Scattering
389
+
390
+ ```glsl
391
+ void getParticipatingMedia(out float sigmaS, out float sigmaE, vec3 pos) {
392
+ float heightFog = 0.3 * clamp((7.0 - pos.y), 0.0, 1.0);
393
+ sigmaS = 0.02 + heightFog;
394
+ sigmaE = max(0.000001, sigmaS);
395
+ }
396
+
397
+ vec3 S = lightColor * sigmaS * phaseFunction() * volShadow;
398
+ vec3 Sint = (S - S * exp(-sigmaE * stepLen)) / sigmaE;
399
+ scatteredLight += transmittance * Sint;
400
+ transmittance *= exp(-sigmaE * stepLen);
401
+ ```
402
+
403
+ ### 4. Glow Accumulation
404
+
405
+ ```glsl
406
+ vec2 rayMarchWithGlow(vec3 ro, vec3 rd) {
407
+ float t = 0.0, dMin = MAX_DIST;
408
+ for (int i = 0; i < MAX_STEPS; i++) {
409
+ vec3 p = ro + t * rd;
410
+ float d = map(p);
411
+ if (d < dMin) dMin = d;
412
+ if (d < SURF_DIST) break;
413
+ t += d;
414
+ if (t > MAX_DIST) break;
415
+ }
416
+ return vec2(t, dMin);
417
+ }
418
+
419
+ float glow = 0.02 / max(dMin, 0.001);
420
+ col += glow * vec3(1.0, 0.8, 0.9);
421
+ ```
422
+
423
+ ### 5. Refraction and Bidirectional Marching
424
+
425
+ ```glsl
426
+ float castRay(vec3 ro, vec3 rd) {
427
+ float sign = (map(ro) < 0.0) ? -1.0 : 1.0;
428
+ float t = 0.0;
429
+ for (int i = 0; i < 120; i++) {
430
+ float h = sign * map(ro + rd * t);
431
+ if (abs(h) < 0.0001 || t > 12.0) break;
432
+ t += h;
433
+ }
434
+ return t;
435
+ }
436
+
437
+ vec3 refDir = refract(rd, nor, IOR); // IOR: index of refraction, e.g. 0.9
438
+ float t2 = 2.0;
439
+ for (int i = 0; i < 50; i++) {
440
+ float h = map(hitPos + refDir * t2);
441
+ t2 -= h;
442
+ if (abs(h) > 3.0) break;
443
+ }
444
+ vec3 nor2 = calcNormal(hitPos + refDir * t2);
445
+ ```
446
+
447
+ ## Performance & Composition
448
+
449
+ **Performance tips:**
450
+ - Use tetrahedral trick for normals (4 SDF evaluations instead of 6)
451
+ - `min(iFrame,0)` as loop start value to prevent compiler unrolling
452
+ - AABB bounding box pre-test to skip empty regions
453
+ - Adaptive hit threshold: `SURF_DIST * (1.0 + t * 0.1)`
454
+ - Step clamping: `t += clamp(h, 0.01, 0.2)`
455
+ - Early exit for volumetric rendering when `sum.a > 0.99`
456
+ - Use cheap bounding SDF first, then compute precise SDF
457
+
458
+ **Composition directions:**
459
+ - + FBM noise: terrain/rock texture, cloud/smoke volumetric density fields
460
+ - + Domain transforms (twist/bend/repeat): infinite repeating corridors, surreal geometry
461
+ - + PBR materials (Cook-Torrance BRDF + Fresnel + environment mapping)
462
+ - + Multi-pass post-processing: depth of field, motion blur, tone mapping
463
+ - + Procedural animation: time-driven SDF parameters + smoothstep easing
464
+
465
+ ## Further Reading
466
+
467
+ Full step-by-step tutorials, mathematical derivations, and advanced usage in [reference](../reference/ray-marching.md)