@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.
- package/LICENSE +21 -0
- package/README.md +109 -0
- package/THIRD_PARTY_NOTICES.md +64 -0
- package/extensions/index.ts +6 -0
- package/install.sh +5 -0
- package/manifests/adapter-evidence.json +45 -0
- package/manifests/capabilities.json +124 -0
- package/manifests/live-verification.json +26 -0
- package/manifests/provenance.json +71 -0
- package/manifests/roles.json +474 -0
- package/manifests/sbom.json +7797 -0
- package/manifests/skill-compatibility.json +8100 -0
- package/manifests/subagent-provenance.json +37 -0
- package/package.json +91 -0
- package/prompts/build.md +8 -0
- package/prompts/define.md +8 -0
- package/prompts/ideate.md +8 -0
- package/prompts/local-review.md +8 -0
- package/prompts/ship.md +8 -0
- package/roles/agent-evaluator.md +47 -0
- package/roles/ai-regression-scout.md +47 -0
- package/roles/browser-qa-runner.md +47 -0
- package/roles/code-reviewer.md +47 -0
- package/roles/code-scout.md +47 -0
- package/roles/convergence-reviewer.md +55 -0
- package/roles/doc-researcher.md +47 -0
- package/roles/e2e-artifact-runner.md +47 -0
- package/roles/implementer.md +47 -0
- package/roles/opensource-sanitizer.md +47 -0
- package/roles/plan-auditor.md +47 -0
- package/roles/pr-test-analyzer.md +47 -0
- package/roles/security-auditor.md +47 -0
- package/roles/silent-failure-reviewer.md +47 -0
- package/roles/spec-miner.md +47 -0
- package/roles/test-coverage-reviewer.md +47 -0
- package/roles/test-engineer.md +48 -0
- package/roles/web-performance-auditor.md +47 -0
- package/roles/web-researcher.md +47 -0
- package/scripts/apply-adapter-evidence.ts +73 -0
- package/scripts/bootstrap.sh +180 -0
- package/scripts/generate-provenance.ts +143 -0
- package/scripts/local-package-e2e.ts +51 -0
- package/scripts/sync-roles.ts +213 -0
- package/scripts/sync-skills.ts +356 -0
- package/scripts/validate-runtime.ts +11 -0
- package/skills/academic-paper-review/SKILL.md +81 -0
- package/skills/agents-md-initialization/SKILL.md +121 -0
- package/skills/agents-md-initialization/references/agents-template.md +83 -0
- package/skills/agents-md-initialization/references/agents_md.py +215 -0
- package/skills/ai-regression-scout/SKILL.md +24 -0
- package/skills/aili-delivery-flow/SKILL.md +125 -0
- package/skills/aili-delivery-flow/references/artifact-contracts.md +138 -0
- package/skills/aili-delivery-flow/references/backend-routing.md +40 -0
- package/skills/aili-delivery-flow/references/build-execution-loop.md +113 -0
- package/skills/aili-delivery-flow/references/build-goal-mode.md +3 -0
- package/skills/aili-delivery-flow/references/direct-vs-delegated-work.md +38 -0
- package/skills/aili-delivery-flow/references/implementation-packages.md +54 -0
- package/skills/aili-delivery-flow/references/lifecycle.md +127 -0
- package/skills/aili-delivery-flow/references/protocols/acceptance-test-plan.md +18 -0
- package/skills/aili-delivery-flow/references/protocols/alignment-questionnaire.md +10 -0
- package/skills/aili-delivery-flow/references/protocols/closeout-report.md +101 -0
- package/skills/aili-delivery-flow/references/protocols/compact-evidence-pack.md +46 -0
- package/skills/aili-delivery-flow/references/protocols/idea-brief.md +10 -0
- package/skills/aili-delivery-flow/references/protocols/implementation-package.md +53 -0
- package/skills/aili-delivery-flow/references/protocols/research-evidence-pack.md +19 -0
- package/skills/aili-delivery-flow/references/protocols/review-report.md +7 -0
- package/skills/aili-delivery-flow/references/protocols/spec-draft.md +12 -0
- package/skills/aili-delivery-flow/references/protocols/subagent-result.md +60 -0
- package/skills/aili-delivery-flow/references/protocols/subagent-task-packet.md +29 -0
- package/skills/aili-delivery-flow/references/protocols/worktree-context.md +109 -0
- package/skills/aili-delivery-flow/references/questionnaire-policy.md +62 -0
- package/skills/aili-delivery-flow/references/review-repair-loop.md +16 -0
- package/skills/aili-delivery-flow/references/test-document-policy.md +35 -0
- package/skills/android-native-dev/SKILL.md +722 -0
- package/skills/android-native-dev/references/accessibility.md +209 -0
- package/skills/android-native-dev/references/adaptive-screens.md +231 -0
- package/skills/android-native-dev/references/design-style-guide.md +365 -0
- package/skills/android-native-dev/references/functional-requirements.md +229 -0
- package/skills/android-native-dev/references/motion-system.md +203 -0
- package/skills/android-native-dev/references/performance-stability.md +223 -0
- package/skills/android-native-dev/references/privacy-security.md +244 -0
- package/skills/android-native-dev/references/testing.md +554 -0
- package/skills/android-native-dev/references/visual-design.md +246 -0
- package/skills/api-and-interface-design/SKILL.md +318 -0
- package/skills/browser-qa/SKILL.md +32 -0
- package/skills/browser-testing-with-devtools/SKILL.md +323 -0
- package/skills/build-failure-repair/SKILL.md +49 -0
- package/skills/chart-visualization/SKILL.md +73 -0
- package/skills/ci-cd-and-automation/SKILL.md +353 -0
- package/skills/code-review-and-quality/SKILL.md +375 -0
- package/skills/code-review-quality-gates/SKILL.md +132 -0
- package/skills/code-simplification/SKILL.md +371 -0
- package/skills/comment-accuracy-review/SKILL.md +37 -0
- package/skills/consulting-analysis/SKILL.md +69 -0
- package/skills/context-engineering/SKILL.md +375 -0
- package/skills/coverage-review/SKILL.md +24 -0
- package/skills/data-analysis/SKILL.md +74 -0
- package/skills/deprecation-and-migration/SKILL.md +222 -0
- package/skills/documentation-and-adrs/SKILL.md +330 -0
- package/skills/e2e-artifact-handling/SKILL.md +30 -0
- package/skills/evidence-scoped-retrospective/SKILL.md +156 -0
- package/skills/explain-by-allegory/SKILL.md +99 -0
- package/skills/flutter-dev/SKILL.md +162 -0
- package/skills/flutter-dev/references/animations.md +497 -0
- package/skills/flutter-dev/references/bloc-state.md +281 -0
- package/skills/flutter-dev/references/forms.md +656 -0
- package/skills/flutter-dev/references/gorouter-navigation.md +257 -0
- package/skills/flutter-dev/references/localization.md +510 -0
- package/skills/flutter-dev/references/networking.md +566 -0
- package/skills/flutter-dev/references/performance.md +305 -0
- package/skills/flutter-dev/references/platform-specific.md +417 -0
- package/skills/flutter-dev/references/project-structure.md +273 -0
- package/skills/flutter-dev/references/riverpod-state.md +232 -0
- package/skills/flutter-dev/references/testing.md +364 -0
- package/skills/flutter-dev/references/widget-patterns.md +233 -0
- package/skills/frontend-dev/SKILL.md +468 -0
- package/skills/frontend-dev/canvas-fonts/ArsenalSC-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/ArsenalSC-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/BigShoulders-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/BigShoulders-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/BigShoulders-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Boldonse-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/Boldonse-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/BricolageGrotesque-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/BricolageGrotesque-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/BricolageGrotesque-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/CrimsonPro-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/CrimsonPro-Italic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/CrimsonPro-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/CrimsonPro-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/DMMono-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/DMMono-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/EricaOne-OFL.txt +94 -0
- package/skills/frontend-dev/canvas-fonts/EricaOne-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/GeistMono-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/GeistMono-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/GeistMono-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Gloock-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/Gloock-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/IBMPlexMono-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/IBMPlexMono-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/IBMPlexMono-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/IBMPlexSerif-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/IBMPlexSerif-BoldItalic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/IBMPlexSerif-Italic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/IBMPlexSerif-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/InstrumentSans-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/InstrumentSans-BoldItalic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/InstrumentSans-Italic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/InstrumentSans-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/InstrumentSans-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/InstrumentSerif-Italic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/InstrumentSerif-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Italiana-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/Italiana-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/JetBrainsMono-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/JetBrainsMono-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/JetBrainsMono-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Jura-Light.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Jura-Medium.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Jura-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/LibreBaskerville-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/LibreBaskerville-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Lora-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Lora-BoldItalic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Lora-Italic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Lora-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/Lora-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/NationalPark-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/NationalPark-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/NationalPark-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/NothingYouCouldDo-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/NothingYouCouldDo-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Outfit-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Outfit-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/Outfit-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/PixelifySans-Medium.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/PixelifySans-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/PoiretOne-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/PoiretOne-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/RedHatMono-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/RedHatMono-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/RedHatMono-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Silkscreen-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/Silkscreen-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/SmoochSans-Medium.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/SmoochSans-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/Tektur-Medium.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/Tektur-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/Tektur-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/WorkSans-Bold.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/WorkSans-BoldItalic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/WorkSans-Italic.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/WorkSans-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/WorkSans-Regular.ttf +0 -0
- package/skills/frontend-dev/canvas-fonts/YoungSerif-OFL.txt +93 -0
- package/skills/frontend-dev/canvas-fonts/YoungSerif-Regular.ttf +0 -0
- package/skills/frontend-dev/references/asset-prompt-guide.md +43 -0
- package/skills/frontend-dev/references/env-setup.md +33 -0
- package/skills/frontend-dev/references/minimax-cli-reference.md +133 -0
- package/skills/frontend-dev/references/minimax-image-guide.md +65 -0
- package/skills/frontend-dev/references/minimax-music-guide.md +216 -0
- package/skills/frontend-dev/references/minimax-tts-guide.md +78 -0
- package/skills/frontend-dev/references/minimax-video-guide.md +82 -0
- package/skills/frontend-dev/references/minimax-voice-catalog.md +685 -0
- package/skills/frontend-dev/references/motion-recipes.md +407 -0
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- package/skills/frontend-dev/scripts/minimax_image.py +137 -0
- package/skills/frontend-dev/scripts/minimax_music.py +157 -0
- package/skills/frontend-dev/scripts/minimax_tts.py +127 -0
- package/skills/frontend-dev/scripts/minimax_video.py +187 -0
- package/skills/frontend-dev/templates/generator_template.js +223 -0
- package/skills/frontend-dev/templates/viewer.html +599 -0
- package/skills/frontend-ui-engineering/SKILL.md +367 -0
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# 2D SDF Rendering Skill
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## Use Cases
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- 2D shape rendering: circles, rectangles, triangles, ellipses, line segments, Bezier curves, etc.
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- UI elements and icons: drawn with math functions, naturally resolution-independent
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- Anti-aliased graphics, shape boolean operations, outlines and glow
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For each pixel, compute the signed distance `d` to the shape boundary: `d < 0` inside, `d = 0` boundary, `d > 0` outside.
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Map to color via `smoothstep`/`clamp`:
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- **Fill**: color when `d < 0`
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- **Stroke**: apply smoothstep to `abs(d) - strokeWidth`
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- **Boolean operations**: `min(d1, d2)` union, `max(d1, d2)` intersection, `max(-d1, d2)` subtraction
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Key formulas:
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```
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Circle: d = length(p - center) - radius
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Rectangle: d = length(max(abs(p) - halfSize, 0.0)) + min(max(abs(p).x - halfSize.x, abs(p).y - halfSize.y), 0.0)
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Line segment: d = length(p - a - clamp(dot(p-a, b-a)/dot(b-a, b-a), 0, 1) * (b-a)) - width/2
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Smooth union: d = mix(d2, d1, h) - k*h*(1-h), h = clamp(0.5 + 0.5*(d2-d1)/k, 0, 1)
|
|
26
|
+
```
|
|
27
|
+
|
|
28
|
+
## Implementation Steps
|
|
29
|
+
|
|
30
|
+
### Step 1: Coordinate Normalization
|
|
31
|
+
|
|
32
|
+
```glsl
|
|
33
|
+
// Origin at center, y range [-1, 1] (standard approach)
|
|
34
|
+
vec2 p = (2.0 * fragCoord - iResolution.xy) / iResolution.y;
|
|
35
|
+
|
|
36
|
+
// Pixel space (suitable for fixed pixel-size UI)
|
|
37
|
+
vec2 p = fragCoord.xy;
|
|
38
|
+
vec2 center = iResolution.xy * 0.5;
|
|
39
|
+
|
|
40
|
+
// [0, 1] range (requires manual aspect ratio handling)
|
|
41
|
+
vec2 uv = fragCoord.xy / iResolution.xy;
|
|
42
|
+
```
|
|
43
|
+
|
|
44
|
+
### Step 2: SDF Primitive Functions
|
|
45
|
+
|
|
46
|
+
```glsl
|
|
47
|
+
float sdCircle(vec2 p, float radius) {
|
|
48
|
+
return length(p) - radius;
|
|
49
|
+
}
|
|
50
|
+
|
|
51
|
+
// halfSize is half-width/half-height, radius is corner rounding
|
|
52
|
+
float sdBox(vec2 p, vec2 halfSize, float radius) {
|
|
53
|
+
halfSize -= vec2(radius);
|
|
54
|
+
vec2 d = abs(p) - halfSize;
|
|
55
|
+
return min(max(d.x, d.y), 0.0) + length(max(d, 0.0)) - radius;
|
|
56
|
+
}
|
|
57
|
+
|
|
58
|
+
float sdLine(vec2 p, vec2 start, vec2 end, float width) {
|
|
59
|
+
vec2 dir = end - start;
|
|
60
|
+
float h = clamp(dot(p - start, dir) / dot(dir, dir), 0.0, 1.0);
|
|
61
|
+
return length(p - start - dir * h) - width * 0.5;
|
|
62
|
+
}
|
|
63
|
+
|
|
64
|
+
// Exact signed distance, requires only one sqrt
|
|
65
|
+
float sdTriangle(vec2 p, vec2 p0, vec2 p1, vec2 p2) {
|
|
66
|
+
vec2 e0 = p1 - p0, v0 = p - p0;
|
|
67
|
+
vec2 e1 = p2 - p1, v1 = p - p1;
|
|
68
|
+
vec2 e2 = p0 - p2, v2 = p - p2;
|
|
69
|
+
float d0 = dot(v0 - e0 * clamp(dot(v0, e0) / dot(e0, e0), 0.0, 1.0),
|
|
70
|
+
v0 - e0 * clamp(dot(v0, e0) / dot(e0, e0), 0.0, 1.0));
|
|
71
|
+
float d1 = dot(v1 - e1 * clamp(dot(v1, e1) / dot(e1, e1), 0.0, 1.0),
|
|
72
|
+
v1 - e1 * clamp(dot(v1, e1) / dot(e1, e1), 0.0, 1.0));
|
|
73
|
+
float d2 = dot(v2 - e2 * clamp(dot(v2, e2) / dot(e2, e2), 0.0, 1.0),
|
|
74
|
+
v2 - e2 * clamp(dot(v2, e2) / dot(e2, e2), 0.0, 1.0));
|
|
75
|
+
float o = e0.x * e2.y - e0.y * e2.x;
|
|
76
|
+
vec2 d = min(min(vec2(d0, o * (v0.x * e0.y - v0.y * e0.x)),
|
|
77
|
+
vec2(d1, o * (v1.x * e1.y - v1.y * e1.x))),
|
|
78
|
+
vec2(d2, o * (v2.x * e2.y - v2.y * e2.x)));
|
|
79
|
+
return -sqrt(d.x) * sign(d.y);
|
|
80
|
+
}
|
|
81
|
+
|
|
82
|
+
// Approximate ellipse SDF
|
|
83
|
+
float sdEllipse(vec2 p, vec2 center, float a, float b) {
|
|
84
|
+
float a2 = a * a, b2 = b * b;
|
|
85
|
+
vec2 d = p - center;
|
|
86
|
+
return (b2 * d.x * d.x + a2 * d.y * d.y - a2 * b2) / (a2 * b2);
|
|
87
|
+
}
|
|
88
|
+
```
|
|
89
|
+
|
|
90
|
+
### Step 3: CSG Boolean Operations
|
|
91
|
+
|
|
92
|
+
```glsl
|
|
93
|
+
float opUnion(float d1, float d2) { return min(d1, d2); }
|
|
94
|
+
float opIntersect(float d1, float d2) { return max(d1, d2); }
|
|
95
|
+
float opSubtract(float d1, float d2) { return max(-d1, d2); }
|
|
96
|
+
float opXor(float d1, float d2) { return min(max(-d1, d2), max(-d2, d1)); }
|
|
97
|
+
|
|
98
|
+
// k controls transition width
|
|
99
|
+
float opSmoothUnion(float d1, float d2, float k) {
|
|
100
|
+
float h = clamp(0.5 + 0.5 * (d2 - d1) / k, 0.0, 1.0);
|
|
101
|
+
return mix(d2, d1, h) - k * h * (1.0 - h);
|
|
102
|
+
}
|
|
103
|
+
```
|
|
104
|
+
|
|
105
|
+
### Step 4: Coordinate Transforms
|
|
106
|
+
|
|
107
|
+
```glsl
|
|
108
|
+
vec2 translate(vec2 p, vec2 t) { return p - t; }
|
|
109
|
+
|
|
110
|
+
vec2 rotateCCW(vec2 p, float angle) {
|
|
111
|
+
mat2 m = mat2(cos(angle), sin(angle), -sin(angle), cos(angle));
|
|
112
|
+
return p * m;
|
|
113
|
+
}
|
|
114
|
+
|
|
115
|
+
// Usage: translate first, then rotate
|
|
116
|
+
float d = sdBox(rotateCCW(translate(p, vec2(0.5, 0.3)), iTime), vec2(0.2), 0.05);
|
|
117
|
+
```
|
|
118
|
+
|
|
119
|
+
### Step 5: Rendering and Anti-Aliasing
|
|
120
|
+
|
|
121
|
+
```glsl
|
|
122
|
+
// smoothstep anti-aliasing (recommended)
|
|
123
|
+
float px = 2.0 / iResolution.y;
|
|
124
|
+
float mask = smoothstep(px, -px, d); // 1.0 inside, 0.0 outside
|
|
125
|
+
vec3 col = mix(backgroundColor, shapeColor, mask);
|
|
126
|
+
|
|
127
|
+
// fwidth adaptive anti-aliasing (suitable for scaled scenes)
|
|
128
|
+
float anti = fwidth(d) * 1.0;
|
|
129
|
+
float mask = 1.0 - smoothstep(-anti, anti, d);
|
|
130
|
+
|
|
131
|
+
// Classic distance field debug visualization
|
|
132
|
+
vec3 col = (d > 0.0) ? vec3(0.9, 0.6, 0.3) : vec3(0.65, 0.85, 1.0);
|
|
133
|
+
col *= 1.0 - exp(-12.0 * abs(d));
|
|
134
|
+
col *= 0.8 + 0.2 * cos(120.0 * d);
|
|
135
|
+
col = mix(col, vec3(1.0), smoothstep(1.5*px, 0.0, abs(d) - 0.002));
|
|
136
|
+
```
|
|
137
|
+
|
|
138
|
+
### Step 6: Stroke and Border
|
|
139
|
+
|
|
140
|
+
```glsl
|
|
141
|
+
// Fill + stroke rendering (fwidth adaptive)
|
|
142
|
+
vec4 renderShape(float d, vec3 color, float stroke) {
|
|
143
|
+
float anti = fwidth(d) * 1.0;
|
|
144
|
+
vec4 strokeLayer = vec4(vec3(0.05), 1.0 - smoothstep(-anti, anti, d - stroke));
|
|
145
|
+
vec4 colorLayer = vec4(color, 1.0 - smoothstep(-anti, anti, d));
|
|
146
|
+
if (stroke < 0.0001) return colorLayer;
|
|
147
|
+
return vec4(mix(strokeLayer.rgb, colorLayer.rgb, colorLayer.a), strokeLayer.a);
|
|
148
|
+
}
|
|
149
|
+
|
|
150
|
+
float fillMask(float d) { return clamp(-d, 0.0, 1.0); }
|
|
151
|
+
float innerBorderMask(float d, float width) {
|
|
152
|
+
return clamp(d + width, 0.0, 1.0) - clamp(d, 0.0, 1.0);
|
|
153
|
+
}
|
|
154
|
+
float outerBorderMask(float d, float width) {
|
|
155
|
+
return clamp(d, 0.0, 1.0) - clamp(d - width, 0.0, 1.0);
|
|
156
|
+
}
|
|
157
|
+
```
|
|
158
|
+
|
|
159
|
+
### Step 7: Multi-Layer Compositing
|
|
160
|
+
|
|
161
|
+
```glsl
|
|
162
|
+
vec3 bgColor = vec3(1.0, 0.8, 0.7 - 0.07 * p.y) * (1.0 - 0.25 * length(p));
|
|
163
|
+
|
|
164
|
+
float d1 = sdCircle(translate(p, pos1), 0.3);
|
|
165
|
+
vec4 layer1 = renderShape(d1, vec3(0.9, 0.3, 0.2), 0.02);
|
|
166
|
+
|
|
167
|
+
float d2 = sdBox(translate(p, pos2), vec2(0.2), 0.05);
|
|
168
|
+
vec4 layer2 = renderShape(d2, vec3(0.2, 0.5, 0.8), 0.0);
|
|
169
|
+
|
|
170
|
+
// Composite back to front
|
|
171
|
+
vec3 col = bgColor;
|
|
172
|
+
col = mix(col, layer1.rgb, layer1.a);
|
|
173
|
+
col = mix(col, layer2.rgb, layer2.a);
|
|
174
|
+
fragColor = vec4(col, 1.0);
|
|
175
|
+
```
|
|
176
|
+
|
|
177
|
+
## Full Code Template
|
|
178
|
+
|
|
179
|
+
```glsl
|
|
180
|
+
// ===== 2D SDF Full Template (runs directly in ShaderToy) =====
|
|
181
|
+
|
|
182
|
+
#define AA_WIDTH 1.0 // Anti-aliasing width factor
|
|
183
|
+
#define STROKE_WIDTH 0.015 // Stroke width
|
|
184
|
+
#define SMOOTH_K 0.05 // Smooth union transition width
|
|
185
|
+
#define CONTOUR_FREQ 80.0 // Contour line frequency (for debugging)
|
|
186
|
+
#define ANIM_SPEED 1.0 // Animation speed multiplier
|
|
187
|
+
|
|
188
|
+
// --- SDF Primitives ---
|
|
189
|
+
float sdCircle(vec2 p, float r) { return length(p) - r; }
|
|
190
|
+
|
|
191
|
+
float sdBox(vec2 p, vec2 b, float r) {
|
|
192
|
+
b -= vec2(r);
|
|
193
|
+
vec2 d = abs(p) - b;
|
|
194
|
+
return min(max(d.x, d.y), 0.0) + length(max(d, 0.0)) - r;
|
|
195
|
+
}
|
|
196
|
+
|
|
197
|
+
float sdLine(vec2 p, vec2 a, vec2 b, float w) {
|
|
198
|
+
vec2 d = b - a;
|
|
199
|
+
float h = clamp(dot(p - a, d) / dot(d, d), 0.0, 1.0);
|
|
200
|
+
return length(p - a - d * h) - w * 0.5;
|
|
201
|
+
}
|
|
202
|
+
|
|
203
|
+
float sdTriangle(vec2 p, vec2 p0, vec2 p1, vec2 p2) {
|
|
204
|
+
vec2 e0 = p1 - p0, v0 = p - p0;
|
|
205
|
+
vec2 e1 = p2 - p1, v1 = p - p1;
|
|
206
|
+
vec2 e2 = p0 - p2, v2 = p - p2;
|
|
207
|
+
float d0 = dot(v0 - e0 * clamp(dot(v0,e0)/dot(e0,e0),0.0,1.0),
|
|
208
|
+
v0 - e0 * clamp(dot(v0,e0)/dot(e0,e0),0.0,1.0));
|
|
209
|
+
float d1 = dot(v1 - e1 * clamp(dot(v1,e1)/dot(e1,e1),0.0,1.0),
|
|
210
|
+
v1 - e1 * clamp(dot(v1,e1)/dot(e1,e1),0.0,1.0));
|
|
211
|
+
float d2 = dot(v2 - e2 * clamp(dot(v2,e2)/dot(e2,e2),0.0,1.0),
|
|
212
|
+
v2 - e2 * clamp(dot(v2,e2)/dot(e2,e2),0.0,1.0));
|
|
213
|
+
float o = e0.x*e2.y - e0.y*e2.x;
|
|
214
|
+
vec2 dd = min(min(vec2(d0, o*(v0.x*e0.y-v0.y*e0.x)),
|
|
215
|
+
vec2(d1, o*(v1.x*e1.y-v1.y*e1.x))),
|
|
216
|
+
vec2(d2, o*(v2.x*e2.y-v2.y*e2.x)));
|
|
217
|
+
return -sqrt(dd.x) * sign(dd.y);
|
|
218
|
+
}
|
|
219
|
+
|
|
220
|
+
// --- CSG ---
|
|
221
|
+
float opUnion(float a, float b) { return min(a, b); }
|
|
222
|
+
float opSubtract(float a, float b) { return max(-a, b); }
|
|
223
|
+
float opIntersect(float a, float b) { return max(a, b); }
|
|
224
|
+
float opSmoothUnion(float a, float b, float k) {
|
|
225
|
+
float h = clamp(0.5 + 0.5*(b - a)/k, 0.0, 1.0);
|
|
226
|
+
return mix(b, a, h) - k*h*(1.0-h);
|
|
227
|
+
}
|
|
228
|
+
float opXor(float a, float b) { return min(max(-a, b), max(-b, a)); }
|
|
229
|
+
|
|
230
|
+
// --- Coordinate Transforms ---
|
|
231
|
+
vec2 translate(vec2 p, vec2 t) { return p - t; }
|
|
232
|
+
vec2 rotateCCW(vec2 p, float a) {
|
|
233
|
+
return mat2(cos(a), sin(a), -sin(a), cos(a)) * p;
|
|
234
|
+
}
|
|
235
|
+
|
|
236
|
+
// --- Rendering Utilities ---
|
|
237
|
+
vec4 render(float d, vec3 color, float stroke) {
|
|
238
|
+
float anti = fwidth(d) * AA_WIDTH;
|
|
239
|
+
vec4 strokeLayer = vec4(vec3(0.05), 1.0 - smoothstep(-anti, anti, d - stroke));
|
|
240
|
+
vec4 colorLayer = vec4(color, 1.0 - smoothstep(-anti, anti, d));
|
|
241
|
+
if (stroke < 0.0001) return colorLayer;
|
|
242
|
+
return vec4(mix(strokeLayer.rgb, colorLayer.rgb, colorLayer.a), strokeLayer.a);
|
|
243
|
+
}
|
|
244
|
+
|
|
245
|
+
float fillAA(float d, float px) { return smoothstep(px, -px, d); }
|
|
246
|
+
|
|
247
|
+
// --- Scene ---
|
|
248
|
+
float sceneDist(vec2 p) {
|
|
249
|
+
float t = iTime * ANIM_SPEED;
|
|
250
|
+
float c = sdCircle(translate(p, vec2(-0.6, 0.3)), 0.25);
|
|
251
|
+
float b = sdBox(translate(p, vec2(0.0, 0.3)), vec2(0.25, 0.18), 0.05);
|
|
252
|
+
vec2 tp = rotateCCW(translate(p, vec2(0.6, 0.3)), t * 0.5);
|
|
253
|
+
float tr = sdTriangle(tp, vec2(0.0, 0.25), vec2(-0.22, -0.12), vec2(0.22, -0.12));
|
|
254
|
+
float row1 = opUnion(c, opUnion(b, tr));
|
|
255
|
+
|
|
256
|
+
float c2 = sdCircle(translate(p, vec2(-0.5, -0.35)), 0.2);
|
|
257
|
+
float b2 = sdBox(translate(p, vec2(-0.3, -0.35)), vec2(0.15, 0.15), 0.0);
|
|
258
|
+
float smooth_demo = opSmoothUnion(c2, b2, SMOOTH_K);
|
|
259
|
+
|
|
260
|
+
float c3 = sdCircle(translate(p, vec2(0.15, -0.35)), 0.22);
|
|
261
|
+
float b3 = sdBox(translate(p, vec2(0.15, -0.35 + sin(t) * 0.15)), vec2(0.3, 0.08), 0.0);
|
|
262
|
+
float sub_demo = opSubtract(b3, c3);
|
|
263
|
+
|
|
264
|
+
float c4 = sdCircle(translate(p, vec2(0.65, -0.35)), 0.2);
|
|
265
|
+
float b4 = sdBox(translate(p, vec2(0.65, -0.35 + sin(t + 1.0) * 0.15)), vec2(0.3, 0.08), 0.0);
|
|
266
|
+
float xor_demo = opXor(b4, c4);
|
|
267
|
+
|
|
268
|
+
float row2 = opUnion(smooth_demo, opUnion(sub_demo, xor_demo));
|
|
269
|
+
return opUnion(row1, row2);
|
|
270
|
+
}
|
|
271
|
+
|
|
272
|
+
// --- Main Function ---
|
|
273
|
+
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
|
|
274
|
+
vec2 p = (2.0 * fragCoord - iResolution.xy) / iResolution.y;
|
|
275
|
+
float px = 2.0 / iResolution.y;
|
|
276
|
+
float d = sceneDist(p);
|
|
277
|
+
|
|
278
|
+
vec3 bgCol = vec3(0.15, 0.15, 0.18) + 0.05 * p.y;
|
|
279
|
+
bgCol *= 1.0 - 0.3 * length(p);
|
|
280
|
+
|
|
281
|
+
vec3 col = (d > 0.0) ? vec3(0.9, 0.6, 0.3) : vec3(0.4, 0.7, 1.0);
|
|
282
|
+
col *= 1.0 - exp(-10.0 * abs(d));
|
|
283
|
+
col *= 0.8 + 0.2 * cos(CONTOUR_FREQ * d);
|
|
284
|
+
col = mix(col, vec3(1.0), smoothstep(1.5 * px, 0.0, abs(d) - 0.002));
|
|
285
|
+
col = mix(bgCol, col, 0.85);
|
|
286
|
+
|
|
287
|
+
// Uncomment to switch to solid rendering mode:
|
|
288
|
+
// vec3 shapeCol = vec3(0.2, 0.8, 0.6);
|
|
289
|
+
// float mask = fillAA(d, px);
|
|
290
|
+
// col = mix(bgCol, shapeCol, mask);
|
|
291
|
+
|
|
292
|
+
col = pow(col, vec3(1.0 / 2.2));
|
|
293
|
+
fragColor = vec4(col, 1.0);
|
|
294
|
+
}
|
|
295
|
+
```
|
|
296
|
+
|
|
297
|
+
## Common Variants
|
|
298
|
+
|
|
299
|
+
### Variant 1: Solid Fill + Stroke Mode
|
|
300
|
+
|
|
301
|
+
```glsl
|
|
302
|
+
vec3 shapeColor = vec3(0.32, 0.56, 0.53);
|
|
303
|
+
float strokeW = 0.015;
|
|
304
|
+
vec4 shape = render(d, shapeColor, strokeW);
|
|
305
|
+
vec3 col = bgCol;
|
|
306
|
+
col = mix(col, shape.rgb, shape.a);
|
|
307
|
+
```
|
|
308
|
+
|
|
309
|
+
### Variant 2: Multi-Layer CSG Illustration
|
|
310
|
+
|
|
311
|
+
```glsl
|
|
312
|
+
float a = sdEllipse(p, vec2(0.0, 0.16), 0.25, 0.25);
|
|
313
|
+
float b = sdEllipse(p, vec2(0.0, -0.03), 0.8, 0.35);
|
|
314
|
+
float body = opIntersect(a, b);
|
|
315
|
+
vec4 layer1 = render(body, vec3(0.32, 0.56, 0.53), fwidth(body) * 2.0);
|
|
316
|
+
|
|
317
|
+
float handle = sdLine(p, vec2(0.0, 0.05), vec2(0.0, -0.42), 0.01);
|
|
318
|
+
float arc = sdCircle(translate(p, vec2(-0.04, -0.42)), 0.04);
|
|
319
|
+
float arcInner = sdCircle(translate(p, vec2(-0.04, -0.42)), 0.03);
|
|
320
|
+
handle = opUnion(handle, opSubtract(arcInner, arc));
|
|
321
|
+
vec4 layer0 = render(handle, vec3(0.4, 0.3, 0.28), STROKE_WIDTH);
|
|
322
|
+
|
|
323
|
+
vec3 col = bgCol;
|
|
324
|
+
col = mix(col, layer0.rgb, layer0.a);
|
|
325
|
+
col = mix(col, layer1.rgb, layer1.a);
|
|
326
|
+
```
|
|
327
|
+
|
|
328
|
+
### Variant 3: Hexagonal Grid Tiling
|
|
329
|
+
|
|
330
|
+
```glsl
|
|
331
|
+
vec4 hexagon(vec2 p) {
|
|
332
|
+
vec2 q = vec2(p.x * 2.0 * 0.5773503, p.y + p.x * 0.5773503);
|
|
333
|
+
vec2 pi = floor(q);
|
|
334
|
+
vec2 pf = fract(q);
|
|
335
|
+
float v = mod(pi.x + pi.y, 3.0);
|
|
336
|
+
float ca = step(1.0, v);
|
|
337
|
+
float cb = step(2.0, v);
|
|
338
|
+
vec2 ma = step(pf.xy, pf.yx);
|
|
339
|
+
float e = dot(ma, 1.0 - pf.yx + ca*(pf.x+pf.y-1.0) + cb*(pf.yx-2.0*pf.xy));
|
|
340
|
+
p = vec2(q.x + floor(0.5 + p.y / 1.5), 4.0 * p.y / 3.0) * 0.5 + 0.5;
|
|
341
|
+
float f = length((fract(p) - 0.5) * vec2(1.0, 0.85));
|
|
342
|
+
return vec4(pi + ca - cb * ma, e, f);
|
|
343
|
+
}
|
|
344
|
+
|
|
345
|
+
#define HEX_SCALE 8.0
|
|
346
|
+
vec4 h = hexagon(HEX_SCALE * p + 0.5 * iTime);
|
|
347
|
+
vec3 col = 0.15 + 0.15 * hash1(h.xy + 1.2);
|
|
348
|
+
col *= smoothstep(0.10, 0.11, h.z);
|
|
349
|
+
col *= smoothstep(0.10, 0.11, h.w);
|
|
350
|
+
```
|
|
351
|
+
|
|
352
|
+
### Variant 4: Organic Shapes (Polar SDF)
|
|
353
|
+
|
|
354
|
+
```glsl
|
|
355
|
+
// Heart SDF
|
|
356
|
+
p.y -= 0.25;
|
|
357
|
+
float a = atan(p.x, p.y) / 3.141593;
|
|
358
|
+
float r = length(p);
|
|
359
|
+
float h = abs(a);
|
|
360
|
+
float d = (13.0*h - 22.0*h*h + 10.0*h*h*h) / (6.0 - 5.0*h);
|
|
361
|
+
|
|
362
|
+
// Pulse animation
|
|
363
|
+
float tt = mod(iTime, 1.5) / 1.5;
|
|
364
|
+
float ss = pow(tt, 0.2) * 0.5 + 0.5;
|
|
365
|
+
ss = 1.0 + ss * 0.5 * sin(tt * 6.2831 * 3.0) * exp(-tt * 4.0);
|
|
366
|
+
vec3 col = mix(bgCol, heartCol, smoothstep(-0.01, 0.01, d - r));
|
|
367
|
+
```
|
|
368
|
+
|
|
369
|
+
### Variant 5: Bezier Curve SDF
|
|
370
|
+
|
|
371
|
+
```glsl
|
|
372
|
+
vec3 solveCubic(float a, float b, float c) {
|
|
373
|
+
float p = b - a*a/3.0, p3 = p*p*p;
|
|
374
|
+
float q = a*(2.0*a*a - 9.0*b)/27.0 + c;
|
|
375
|
+
float d = q*q + 4.0*p3/27.0;
|
|
376
|
+
float offset = -a/3.0;
|
|
377
|
+
if (d >= 0.0) {
|
|
378
|
+
float z = sqrt(d);
|
|
379
|
+
vec2 x = (vec2(z,-z) - q) / 2.0;
|
|
380
|
+
vec2 uv = sign(x) * pow(abs(x), vec2(1.0/3.0));
|
|
381
|
+
return vec3(offset + uv.x + uv.y);
|
|
382
|
+
}
|
|
383
|
+
float v = acos(-sqrt(-27.0/p3)*q/2.0) / 3.0;
|
|
384
|
+
float m = cos(v), n = sin(v) * 1.732050808;
|
|
385
|
+
return vec3(m+m, -n-m, n-m) * sqrt(-p/3.0) + offset;
|
|
386
|
+
}
|
|
387
|
+
|
|
388
|
+
float sdBezier(vec2 A, vec2 B, vec2 C, vec2 p) {
|
|
389
|
+
B = mix(B + vec2(1e-4), B, step(1e-6, abs(B*2.0-A-C)));
|
|
390
|
+
vec2 a = B-A, b = A-B*2.0+C, c = a*2.0, d = A-p;
|
|
391
|
+
vec3 k = vec3(3.*dot(a,b), 2.*dot(a,a)+dot(d,b), dot(d,a)) / dot(b,b);
|
|
392
|
+
vec3 t = clamp(solveCubic(k.x, k.y, k.z), 0.0, 1.0);
|
|
393
|
+
vec2 pos = A+(c+b*t.x)*t.x; float dis = length(pos-p);
|
|
394
|
+
pos = A+(c+b*t.y)*t.y; dis = min(dis, length(pos-p));
|
|
395
|
+
pos = A+(c+b*t.z)*t.z; dis = min(dis, length(pos-p));
|
|
396
|
+
return dis * signBezier(A, B, C, p);
|
|
397
|
+
}
|
|
398
|
+
```
|
|
399
|
+
|
|
400
|
+
## Extended 2D SDF Library
|
|
401
|
+
|
|
402
|
+
```glsl
|
|
403
|
+
// === Extended 2D SDF Library ===
|
|
404
|
+
|
|
405
|
+
// Rounded Box with independent corner radii (vec4 r = top-right, bottom-right, top-left, bottom-left)
|
|
406
|
+
float sdRoundedBox(vec2 p, vec2 b, vec4 r) {
|
|
407
|
+
r.xy = (p.x > 0.0) ? r.xy : r.zw;
|
|
408
|
+
r.x = (p.y > 0.0) ? r.x : r.y;
|
|
409
|
+
vec2 q = abs(p) - b + r.x;
|
|
410
|
+
return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - r.x;
|
|
411
|
+
}
|
|
412
|
+
|
|
413
|
+
// Oriented Box (from point a to point b with thickness th)
|
|
414
|
+
float sdOrientedBox(vec2 p, vec2 a, vec2 b, float th) {
|
|
415
|
+
float l = length(b - a);
|
|
416
|
+
vec2 d = (b - a) / l;
|
|
417
|
+
vec2 q = (p - (a + b) * 0.5);
|
|
418
|
+
q = mat2(d.x, -d.y, d.y, d.x) * q;
|
|
419
|
+
q = abs(q) - vec2(l, th) * 0.5;
|
|
420
|
+
return length(max(q, 0.0)) + min(max(q.x, q.y), 0.0);
|
|
421
|
+
}
|
|
422
|
+
|
|
423
|
+
// Arc (sc = vec2(sin,cos) of aperture angle, ra = radius, rb = thickness)
|
|
424
|
+
float sdArc(vec2 p, vec2 sc, float ra, float rb) {
|
|
425
|
+
p.x = abs(p.x);
|
|
426
|
+
return ((sc.y * p.x > sc.x * p.y) ? length(p - sc * ra) : abs(length(p) - ra)) - rb;
|
|
427
|
+
}
|
|
428
|
+
|
|
429
|
+
// Pie / Sector (c = vec2(sin,cos) of aperture angle)
|
|
430
|
+
float sdPie(vec2 p, vec2 c, float r) {
|
|
431
|
+
p.x = abs(p.x);
|
|
432
|
+
float l = length(p) - r;
|
|
433
|
+
float m = length(p - c * clamp(dot(p, c), 0.0, r));
|
|
434
|
+
return max(l, m * sign(c.y * p.x - c.x * p.y));
|
|
435
|
+
}
|
|
436
|
+
|
|
437
|
+
// Ring (n = vec2(sin,cos) of aperture, r = radius, th = thickness)
|
|
438
|
+
float sdRing(vec2 p, vec2 n, float r, float th) {
|
|
439
|
+
p.x = abs(p.x);
|
|
440
|
+
float d = length(p);
|
|
441
|
+
// If within aperture angle
|
|
442
|
+
if (n.y * p.x > n.x * p.y) {
|
|
443
|
+
return abs(d - r) - th;
|
|
444
|
+
}
|
|
445
|
+
// Cap endpoints
|
|
446
|
+
return min(length(p - n * r), length(p + n * r)) - th;
|
|
447
|
+
}
|
|
448
|
+
|
|
449
|
+
// Moon shape
|
|
450
|
+
float sdMoon(vec2 p, float d, float ra, float rb) {
|
|
451
|
+
p.y = abs(p.y);
|
|
452
|
+
float a = (ra * ra - rb * rb + d * d) / (2.0 * d);
|
|
453
|
+
float b2 = ra * ra - a * a;
|
|
454
|
+
if (d * (p.x * rb * rb - p.y * a * rb * rb - a * b2) > 0.0)
|
|
455
|
+
return length(p - vec2(a, sqrt(max(b2, 0.0))));
|
|
456
|
+
return max(length(p) - ra, -(length(p - vec2(d, 0.0)) - rb));
|
|
457
|
+
}
|
|
458
|
+
|
|
459
|
+
// Heart (approximate)
|
|
460
|
+
float sdHeart(vec2 p) {
|
|
461
|
+
p.x = abs(p.x);
|
|
462
|
+
if (p.y + p.x > 1.0)
|
|
463
|
+
return sqrt(dot(p - vec2(0.25, 0.75), p - vec2(0.25, 0.75))) - sqrt(2.0) / 4.0;
|
|
464
|
+
return sqrt(min(dot(p - vec2(0.0, 1.0), p - vec2(0.0, 1.0)),
|
|
465
|
+
dot(p - 0.5 * max(p.x + p.y, 0.0), p - 0.5 * max(p.x + p.y, 0.0)))) *
|
|
466
|
+
sign(p.x - p.y);
|
|
467
|
+
}
|
|
468
|
+
|
|
469
|
+
// Vesica (lens shape)
|
|
470
|
+
float sdVesica(vec2 p, float w, float h) {
|
|
471
|
+
p = abs(p);
|
|
472
|
+
float b = sqrt(h * h + w * w * 0.25) / w;
|
|
473
|
+
return ((p.y - h) * b * w > p.x * b * h)
|
|
474
|
+
? length(p - vec2(0.0, h))
|
|
475
|
+
: length(p - vec2(-w * 0.5, 0.0)) - b;
|
|
476
|
+
}
|
|
477
|
+
|
|
478
|
+
// Egg shape
|
|
479
|
+
float sdEgg(vec2 p, float he, float ra, float rb) {
|
|
480
|
+
p.x = abs(p.x);
|
|
481
|
+
float r = (p.y < 0.0) ? ra : rb;
|
|
482
|
+
return length(vec2(p.x, p.y - clamp(p.y, -he, he))) - r;
|
|
483
|
+
}
|
|
484
|
+
|
|
485
|
+
// Equilateral Triangle
|
|
486
|
+
float sdEquilateralTriangle(vec2 p, float r) {
|
|
487
|
+
const float k = sqrt(3.0);
|
|
488
|
+
p.x = abs(p.x) - r;
|
|
489
|
+
p.y = p.y + r / k;
|
|
490
|
+
if (p.x + k * p.y > 0.0) p = vec2(p.x - k * p.y, -k * p.x - p.y) / 2.0;
|
|
491
|
+
p.x -= clamp(p.x, -2.0 * r, 0.0);
|
|
492
|
+
return -length(p) * sign(p.y);
|
|
493
|
+
}
|
|
494
|
+
|
|
495
|
+
// Pentagon
|
|
496
|
+
float sdPentagon(vec2 p, float r) {
|
|
497
|
+
const vec3 k = vec3(0.809016994, 0.587785252, 0.726542528);
|
|
498
|
+
p.x = abs(p.x);
|
|
499
|
+
p -= 2.0 * min(dot(vec2(-k.x, k.y), p), 0.0) * vec2(-k.x, k.y);
|
|
500
|
+
p -= 2.0 * min(dot(vec2(k.x, k.y), p), 0.0) * vec2(k.x, k.y);
|
|
501
|
+
p -= vec2(clamp(p.x, -r * k.z, r * k.z), r);
|
|
502
|
+
return length(p) * sign(p.y);
|
|
503
|
+
}
|
|
504
|
+
|
|
505
|
+
// Hexagon
|
|
506
|
+
float sdHexagon(vec2 p, float r) {
|
|
507
|
+
const vec3 k = vec3(-0.866025404, 0.5, 0.577350269);
|
|
508
|
+
p = abs(p);
|
|
509
|
+
p -= 2.0 * min(dot(k.xy, p), 0.0) * k.xy;
|
|
510
|
+
p -= vec2(clamp(p.x, -k.z * r, k.z * r), r);
|
|
511
|
+
return length(p) * sign(p.y);
|
|
512
|
+
}
|
|
513
|
+
|
|
514
|
+
// Octagon
|
|
515
|
+
float sdOctagon(vec2 p, float r) {
|
|
516
|
+
const vec3 k = vec3(-0.9238795325, 0.3826834323, 0.4142135623);
|
|
517
|
+
p = abs(p);
|
|
518
|
+
p -= 2.0 * min(dot(vec2(k.x, k.y), p), 0.0) * vec2(k.x, k.y);
|
|
519
|
+
p -= 2.0 * min(dot(vec2(-k.x, k.y), p), 0.0) * vec2(-k.x, k.y);
|
|
520
|
+
p -= vec2(clamp(p.x, -k.z * r, k.z * r), r);
|
|
521
|
+
return length(p) * sign(p.y);
|
|
522
|
+
}
|
|
523
|
+
|
|
524
|
+
// Star (n-pointed, m = inner radius ratio)
|
|
525
|
+
float sdStar(vec2 p, float r, int n, float m) {
|
|
526
|
+
float an = 3.141593 / float(n);
|
|
527
|
+
float en = 3.141593 / m;
|
|
528
|
+
vec2 acs = vec2(cos(an), sin(an));
|
|
529
|
+
vec2 ecs = vec2(cos(en), sin(en));
|
|
530
|
+
float bn = mod(atan(p.x, p.y), 2.0 * an) - an;
|
|
531
|
+
p = length(p) * vec2(cos(bn), abs(sin(bn)));
|
|
532
|
+
p -= r * acs;
|
|
533
|
+
p += ecs * clamp(-dot(p, ecs), 0.0, r * acs.y / ecs.y);
|
|
534
|
+
return length(p) * sign(p.x);
|
|
535
|
+
}
|
|
536
|
+
|
|
537
|
+
// Quadratic Bezier curve SDF
|
|
538
|
+
float sdBezier(vec2 pos, vec2 A, vec2 B, vec2 C) {
|
|
539
|
+
vec2 a = B - A;
|
|
540
|
+
vec2 b = A - 2.0 * B + C;
|
|
541
|
+
vec2 c = a * 2.0;
|
|
542
|
+
vec2 d = A - pos;
|
|
543
|
+
float kk = 1.0 / dot(b, b);
|
|
544
|
+
float kx = kk * dot(a, b);
|
|
545
|
+
float ky = kk * (2.0 * dot(a, a) + dot(d, b)) / 3.0;
|
|
546
|
+
float kz = kk * dot(d, a);
|
|
547
|
+
float res = 0.0;
|
|
548
|
+
float p2 = ky - kx * kx;
|
|
549
|
+
float q = kx * (2.0 * kx * kx - 3.0 * ky) + kz;
|
|
550
|
+
float h = q * q + 4.0 * p2 * p2 * p2;
|
|
551
|
+
if (h >= 0.0) {
|
|
552
|
+
h = sqrt(h);
|
|
553
|
+
vec2 x = (vec2(h, -h) - q) / 2.0;
|
|
554
|
+
vec2 uv2 = sign(x) * pow(abs(x), vec2(1.0 / 3.0));
|
|
555
|
+
float t = clamp(uv2.x + uv2.y - kx, 0.0, 1.0);
|
|
556
|
+
res = dot(d + (c + b * t) * t, d + (c + b * t) * t);
|
|
557
|
+
} else {
|
|
558
|
+
float z = sqrt(-p2);
|
|
559
|
+
float v = acos(q / (p2 * z * 2.0)) / 3.0;
|
|
560
|
+
float m2 = cos(v);
|
|
561
|
+
float n2 = sin(v) * 1.732050808;
|
|
562
|
+
vec3 t = clamp(vec3(m2 + m2, -n2 - m2, n2 - m2) * z - kx, 0.0, 1.0);
|
|
563
|
+
res = min(dot(d + (c + b * t.x) * t.x, d + (c + b * t.x) * t.x),
|
|
564
|
+
dot(d + (c + b * t.y) * t.y, d + (c + b * t.y) * t.y));
|
|
565
|
+
}
|
|
566
|
+
return sqrt(res);
|
|
567
|
+
}
|
|
568
|
+
|
|
569
|
+
// Parabola
|
|
570
|
+
float sdParabola(vec2 pos, float k) {
|
|
571
|
+
pos.x = abs(pos.x);
|
|
572
|
+
float ik = 1.0 / k;
|
|
573
|
+
float p2 = ik * (pos.y - 0.5 * ik) / 3.0;
|
|
574
|
+
float q = 0.25 * ik * ik * pos.x;
|
|
575
|
+
float h = q * q - p2 * p2 * p2;
|
|
576
|
+
float r = sqrt(abs(h));
|
|
577
|
+
float x = (h > 0.0) ?
|
|
578
|
+
pow(q + r, 1.0 / 3.0) + pow(abs(q - r), 1.0 / 3.0) * sign(p2) :
|
|
579
|
+
2.0 * cos(atan(r, q) / 3.0) * sqrt(p2);
|
|
580
|
+
return length(pos - vec2(x, k * x * x)) * sign(pos.x - x);
|
|
581
|
+
}
|
|
582
|
+
|
|
583
|
+
// Cross shape
|
|
584
|
+
float sdCross(vec2 p, vec2 b, float r) {
|
|
585
|
+
p = abs(p); p = (p.y > p.x) ? p.yx : p.xy;
|
|
586
|
+
vec2 q = p - b;
|
|
587
|
+
float k = max(q.y, q.x);
|
|
588
|
+
vec2 w = (k > 0.0) ? q : vec2(b.y - p.x, -k);
|
|
589
|
+
return sign(k) * length(max(w, 0.0)) + r;
|
|
590
|
+
}
|
|
591
|
+
```
|
|
592
|
+
|
|
593
|
+
## 2D SDF Modifiers
|
|
594
|
+
|
|
595
|
+
```glsl
|
|
596
|
+
// === 2D SDF Modifiers ===
|
|
597
|
+
|
|
598
|
+
// Round any 2D SDF
|
|
599
|
+
float opRound2D(float d, float r) { return d - r; }
|
|
600
|
+
|
|
601
|
+
// Create annular (ring) version of any 2D SDF
|
|
602
|
+
float opAnnular2D(float d, float r) { return abs(d) - r; }
|
|
603
|
+
|
|
604
|
+
// Repeat a 2D SDF in a grid
|
|
605
|
+
vec2 opRepeat2D(vec2 p, float s) { return mod(p + s * 0.5, s) - s * 0.5; }
|
|
606
|
+
|
|
607
|
+
// Mirror across arbitrary 2D direction
|
|
608
|
+
vec2 opMirror2D(vec2 p, vec2 dir) {
|
|
609
|
+
return p - 2.0 * dir * max(dot(p, dir), 0.0);
|
|
610
|
+
}
|
|
611
|
+
```
|
|
612
|
+
|
|
613
|
+
## Performance & Composition Tips
|
|
614
|
+
|
|
615
|
+
**Performance:**
|
|
616
|
+
- In polygon SDFs, compare squared distances first; use a single `sqrt` at the end
|
|
617
|
+
- For simple scenes, use fixed `px = 2.0/iResolution.y` instead of `fwidth(d)`; use `fwidth` when coordinate scaling is involved
|
|
618
|
+
- For many primitives, spatially partition and skip distant ones early
|
|
619
|
+
- Supersampling (2x2/3x3) only for offline rendering; for real-time, single-pixel AA with `smoothstep`/`fwidth` is sufficient
|
|
620
|
+
- For 2D soft shadow marching, use adaptive step size `dt += max(1.0, abs(sd))`
|
|
621
|
+
|
|
622
|
+
**Composition:**
|
|
623
|
+
- **SDF + Noise**: `d += noise(p * 10.0 + iTime) * 0.05` to create organic edges
|
|
624
|
+
- **SDF + 2D Lighting**: cone marching for soft shadows, query occlusion via `sceneDist()`
|
|
625
|
+
- **SDF + Normal Mapping**: finite differences for normals + Blinn-Phong lighting to simulate bump effects
|
|
626
|
+
- **SDF + Domain Repetition**: `fract`/`mod` for infinite repetition, `floor` for cell ID
|
|
627
|
+
- **SDF + Animation**: parameters driven by `sin/cos` periodic motion, `exp` decay, `mod` looping
|
|
628
|
+
|
|
629
|
+
## Further Reading
|
|
630
|
+
|
|
631
|
+
Full step-by-step tutorials, mathematical derivations, and advanced usage in [reference](../reference/sdf-2d.md)
|