onejs-sl 0.1.1 → 0.1.3
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/CHANGELOG.md +18 -0
- package/README.md +63 -13
- package/goldens/goldens.json +1 -1
- package/lib/common.hlsl +155 -0
- package/lib/noise2d.hlsl +167 -0
- package/lib/sdf2d.hlsl +510 -0
- package/package.json +6 -3
- package/src/body.ts +62 -21
- package/src/emit/hlsl-body.ts +3 -2
- package/src/lib/glsl.ts +899 -0
- package/src/lib/hlsl.ts +891 -0
- package/src/lib/index.ts +47 -0
- package/src/lib/names.ts +77 -0
- package/src/lib/table.ts +125 -0
- package/src/lib/types.ts +23 -0
- package/src/lib/wgsl.ts +994 -0
- package/src/params.ts +113 -0
- package/src/shapes.ts +4 -4
- package/src/sl.ts +9 -1
- package/src/tables.ts +4 -1
- package/src/web.ts +53 -28
- package/src/weblib.ts +0 -1303
package/src/weblib.ts
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/**
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* The shader language's helpers, in GLSL ES 3.00 and WGSL, for the web
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* emitters in `web.ts`.
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*
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* A THIRD AND FOURTH COPY of what `SLCommon.cginc`, `Noise2D.cginc` and
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* `SDF2D.cginc` compute for the VM and the HLSL backend, translated by hand.
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* Nothing in a browser can compile HLSL, so the copies are the price of
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* compiling there at all, and what keeps them honest is the parity harness
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* (`Tools/sl-web-parity` in the container): every entry here is rendered
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* compiled and through the VM, on both web backends, and must agree within
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* 1/255. A translation that is plausible and wrong fails there, not in a game.
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*
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* Translation rules, applied everywhere below:
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* - HLSL `mul(v, float2x2(a, b, c, d))` is written out as
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* `(v.x * a + v.y * c, v.x * b + v.y * d)`: the row vector convention,
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* spelled so neither language's matrix layout can get it backwards.
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* - HLSL `fmod` truncates and GLSL `mod` floors. The shader language's `%`
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* is `fmod`, which `web.ts` writes inline as `a - b * trunc(a / b)`.
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* `glslMod` in SDF2D.cginc IS the floored one: GLSL `mod` already is, and
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* `sd_util` defines it for WGSL.
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* - WGSL has no overloading, no swizzle assignment, no ternary and immutable
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* parameters: `name1..name4` for widths, whole vector rebuilds, `select`,
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* and a `var` copy of any parameter the HLSL reassigns.
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*
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* Entries are in dependency order, so emitting the needed ones in list order
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* always defines a function before its first use.
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*/
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export interface LibEntry {
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name: string
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deps: string[]
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glsl: string
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wgsl: string
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}
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/** SDF shape id to the entry name and how its parameters map onto `a` and `b`. */
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export interface SdfCall {
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fn: string
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/**
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* Each argument after `p`: indices into [a.x, a.y, a.z, a.w, b.x, b.y], or
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* `{ int: i }` for an integer parameter. The shader language always passes
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* `b` as zero; the slots exist because the dispatcher it mirrors has them.
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*/
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args: Array<number[] | { int: number }>
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}
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export const SDF_CALLS: SdfCall[] = [
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{ fn: "sdCircle", args: [[0]] },
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{ fn: "sdRoundedBox", args: [[0, 1], [2, 3, 4, 5]] },
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{ fn: "sdBox", args: [[0, 1]] },
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{ fn: "sdOrientedBox", args: [[0, 1], [2, 3], [4]] },
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{ fn: "sdSegment", args: [[0, 1], [2, 3]] },
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{ fn: "sdRhombus", args: [[0, 1]] },
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{ fn: "sdTrapezoid", args: [[0], [1], [2]] },
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{ fn: "sdParallelogram", args: [[0], [1], [2]] },
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{ fn: "sdEquilateralTriangle", args: [[0]] },
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{ fn: "sdTriangleIsosceles", args: [[0, 1]] },
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{ fn: "sdTriangle", args: [[0, 1], [2, 3], [4, 5]] },
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{ fn: "sdUnevenCapsule", args: [[0], [1], [2]] },
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{ fn: "sdPentagon", args: [[0]] },
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{ fn: "sdHexagon", args: [[0]] },
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{ fn: "sdOctogon", args: [[0]] },
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{ fn: "sdHexagram", args: [[0]] },
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{ fn: "sdStar5", args: [[0], [1]] },
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{ fn: "sdStar", args: [[0], { int: 1 }, [2]] },
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{ fn: "sdPie", args: [[0, 1], [2]] },
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{ fn: "sdCutDisk", args: [[0], [1]] },
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{ fn: "sdArc", args: [[0, 1], [2], [3]] },
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{ fn: "sdRing", args: [[0, 1], [2], [3]] },
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{ fn: "sdHorseshoe", args: [[0, 1], [2], [3, 4]] },
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{ fn: "sdVesica", args: [[0], [1]] },
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{ fn: "sdOrientedVesica", args: [[0, 1], [2, 3], [4]] },
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{ fn: "sdMoon", args: [[0], [1], [2]] },
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{ fn: "sdRoundedCross", args: [[0]] },
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{ fn: "sdEgg", args: [[0], [1], [2], [3]] },
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{ fn: "sdHeart", args: [] },
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{ fn: "sdCross", args: [[0, 1], [2]] },
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{ fn: "sdRoundedX", args: [[0], [1]] },
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{ fn: "sdEllipse", args: [[0, 1]] },
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{ fn: "sdParabola", args: [[0]] },
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{ fn: "sdParabolaSegment", args: [[0], [1]] },
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{ fn: "sdBezier", args: [[0, 1], [2, 3], [4, 5]] },
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{ fn: "sdBlobbyCross", args: [[0]] },
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{ fn: "sdTunnel", args: [[0, 1]] },
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{ fn: "sdStairs", args: [[0, 1], [2]] },
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{ fn: "sdQuadraticCircle", args: [] },
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{ fn: "sdHyberbola", args: [[0], [1]] },
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{ fn: "sdCoolS", args: [] },
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{ fn: "sdCircleWave", args: [[0], [1]] },
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]
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const e = (name: string, deps: string[], glsl: string, wgsl: string): LibEntry => ({ name, deps, glsl, wgsl })
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export const WEB_LIB: LibEntry[] = [
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// ---------------------------------------------------------------- colour
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e("sl_toLinear3", [], `
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vec3 sl_toLinear3(vec3 c) {
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if (sl_Opt.x < 0.5) return c;
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return c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878);
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}`, `
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fn sl_toLinear3(c: vec3f) -> vec3f {
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if (sl.opt.x < 0.5) { return c; }
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return c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878);
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}`),
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// Unity's cubic approximation at every width, as SLCommon.cginc has it:
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// the VM converts every width that way, so an exact curve for a scalar
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// drew up to 5/255 apart from it in the dark range.
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e("sl_toLinear1", ["sl_toLinear3"], `
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float sl_toLinear1(float c) { return sl_toLinear3(vec3(c, 0.0, 0.0)).x; }`, `
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fn sl_toLinear1(c: f32) -> f32 { return sl_toLinear3(vec3f(c, 0.0, 0.0)).x; }`),
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e("sl_toLinear2", ["sl_toLinear3"], `
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vec2 sl_toLinear2(vec2 c) { return sl_toLinear3(vec3(c, 0.0)).xy; }`, `
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fn sl_toLinear2(c: vec2f) -> vec2f { return sl_toLinear3(vec3f(c, 0.0)).xy; }`),
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e("sl_toLinear4", ["sl_toLinear3"], `
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vec4 sl_toLinear4(vec4 c) { return vec4(sl_toLinear3(c.rgb), c.a); }`, `
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fn sl_toLinear4(c: vec4f) -> vec4f { return vec4f(sl_toLinear3(c.rgb), c.a); }`),
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e("sl_hsv2rgb", [], `
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vec3 sl_hsv2rgb(vec3 c) {
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}`, `
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fn sl_hsv2rgb(c: vec3f) -> vec3f {
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let K = vec4f(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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let p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, saturate(p - K.xxx), vec3f(c.y));
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}`),
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// HLSL smoothstep is the formula, whatever the edge order. GLSL leaves
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// edge0 >= edge1 undefined, so the formula is written out in both.
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...[1, 2, 3, 4].map((w) => {
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const g = w === 1 ? "float" : `vec${w}`
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const t = w === 1 ? "f32" : `vec${w}f`
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return e(`sl_smoothstep${w}`, [], `
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${g} sl_smoothstep${w}(${g} a, ${g} b, ${g} x) {
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${g} t = clamp((x - a) / (b - a), 0.0, 1.0);
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return t * t * (3.0 - 2.0 * t);
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}`, `
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fn sl_smoothstep${w}(a: ${t}, b: ${t}, x: ${t}) -> ${t} {
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let t = saturate((x - a) / (b - a));
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return t * t * (3.0 - 2.0 * t);
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}`)
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}),
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// ----------------------------------------------------------------- noise
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e("oj_hash21", [], `
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float oj_hash21(vec2 p, float seed) {
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p = fract(p * vec2(123.34, 456.21) + seed * 0.1731);
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p += dot(p, p + 45.32);
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return fract(p.x * p.y);
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}`, `
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fn oj_hash21(pIn: vec2f, seed: f32) -> f32 {
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var p = fract(pIn * vec2f(123.34, 456.21) + seed * 0.1731);
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p = p + dot(p, p + 45.32);
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return fract(p.x * p.y);
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}`),
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e("oj_vnoise", ["oj_hash21"], `
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float oj_vnoise(vec2 p, float seed) {
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vec2 i = floor(p), f = fract(p);
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f = f * f * (3.0 - 2.0 * f);
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float a = oj_hash21(i, seed);
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float b = oj_hash21(i + vec2(1.0, 0.0), seed);
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float c = oj_hash21(i + vec2(0.0, 1.0), seed);
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float d = oj_hash21(i + vec2(1.0, 1.0), seed);
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return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
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}`, `
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fn oj_vnoise(p: vec2f, seed: f32) -> f32 {
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let i = floor(p);
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var f = fract(p);
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f = f * f * (3.0 - 2.0 * f);
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let a = oj_hash21(i, seed);
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let b = oj_hash21(i + vec2f(1.0, 0.0), seed);
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let c = oj_hash21(i + vec2f(0.0, 1.0), seed);
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let d = oj_hash21(i + vec2f(1.0, 1.0), seed);
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return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
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}`),
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e("oj_simplexRaw", [], `
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vec2 oj_mod289_2(vec2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
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vec3 oj_mod289_3(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
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vec3 oj_permute(vec3 x) { return oj_mod289_3(((x * 34.0) + 1.0) * x); }
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float oj_simplexRaw(vec2 v) {
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const vec4 C = vec4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439);
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vec2 i = floor(v + dot(v, C.yy));
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vec2 x0 = v - i + dot(i, C.xx);
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vec2 i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
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vec4 x12 = x0.xyxy + C.xxzz;
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x12.xy -= i1;
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i = oj_mod289_2(i);
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vec3 p = oj_permute(oj_permute(i.y + vec3(0.0, i1.y, 1.0)) + i.x + vec3(0.0, i1.x, 1.0));
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vec3 m = max(0.5 - vec3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0);
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m = m * m; m = m * m;
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vec3 x = 2.0 * fract(p * C.www) - 1.0;
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vec3 h = abs(x) - 0.5;
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vec3 ox = floor(x + 0.5);
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vec3 a0 = x - ox;
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m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h);
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vec3 g;
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g.x = a0.x * x0.x + h.x * x0.y;
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g.yz = a0.yz * x12.xz + h.yz * x12.yw;
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return 130.0 * dot(m, g);
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}`, `
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fn oj_mod289_2(x: vec2f) -> vec2f { return x - floor(x * (1.0 / 289.0)) * 289.0; }
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fn oj_mod289_3(x: vec3f) -> vec3f { return x - floor(x * (1.0 / 289.0)) * 289.0; }
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fn oj_permute(x: vec3f) -> vec3f { return oj_mod289_3(((x * 34.0) + 1.0) * x); }
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fn oj_simplexRaw(v: vec2f) -> f32 {
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let C = vec4f(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439);
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var i = floor(v + dot(v, C.yy));
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let x0 = v - i + dot(i, C.xx);
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let i1 = select(vec2f(0.0, 1.0), vec2f(1.0, 0.0), x0.x > x0.y);
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var x12 = x0.xyxy + C.xxzz;
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x12 = vec4f(x12.xy - i1, x12.zw);
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i = oj_mod289_2(i);
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let p = oj_permute(oj_permute(i.y + vec3f(0.0, i1.y, 1.0)) + i.x + vec3f(0.0, i1.x, 1.0));
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var m = max(0.5 - vec3f(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), vec3f(0.0));
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m = m * m; m = m * m;
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let x = 2.0 * fract(p * C.www) - 1.0;
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let h = abs(x) - 0.5;
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let ox = floor(x + 0.5);
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let a0 = x - ox;
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m = m * (1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h));
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let g = vec3f(a0.x * x0.x + h.x * x0.y, a0.yz * x12.xz + h.yz * x12.yw);
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return 130.0 * dot(m, g);
|
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223
|
-
}`),
|
|
224
|
-
e("oj_simplex", ["oj_simplexRaw"], `
|
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225
|
-
float oj_simplex(vec2 p, float seed) { return oj_simplexRaw(p + seed * 137.13) * 0.5 + 0.5; }`, `
|
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226
|
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fn oj_simplex(p: vec2f, seed: f32) -> f32 { return oj_simplexRaw(p + seed * 137.13) * 0.5 + 0.5; }`),
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227
|
-
|
|
228
|
-
// The four octave kinds. Octaves arrive as a constant 1..4 from the
|
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229
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-
// program; the loop is bounded at 4 exactly as Noise2D.cginc's is.
|
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230
|
-
...([
|
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231
|
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["oj_fbm", "oj_vnoise", "oj_vnoise(p, seed + float(o) * 19.0)", "oj_vnoise(p, seed + f32(o) * 19.0)"],
|
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232
|
-
["oj_fbmSimplex", "oj_simplex", "oj_simplex(p, seed + float(o) * 19.0)", "oj_simplex(p, seed + f32(o) * 19.0)"],
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233
|
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["oj_turbulence", "oj_simplexRaw", "abs(oj_simplexRaw(p + (seed + float(o) * 19.0) * 137.13))",
|
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234
|
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"abs(oj_simplexRaw(p + (seed + f32(o) * 19.0) * 137.13))"],
|
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235
|
-
] as const).map(([name, dep, g, w]) => e(name, [dep], `
|
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236
|
-
float ${name}(vec2 p, float seed, int octaves) {
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237
|
-
float sum = 0.0, amp = 0.5, norm = 0.0;
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238
|
-
for (int o = 0; o < 4; o++) {
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239
|
-
if (o >= octaves) break;
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240
|
-
sum += ${g} * amp;
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241
|
-
norm += amp;
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242
|
-
p *= 2.0;
|
|
243
|
-
amp *= 0.5;
|
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244
|
-
}
|
|
245
|
-
return sum / max(norm, 1e-4);
|
|
246
|
-
}`, `
|
|
247
|
-
fn ${name}(pIn: vec2f, seed: f32, octaves: i32) -> f32 {
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248
|
-
var p = pIn;
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249
|
-
var sum = 0.0;
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250
|
-
var amp = 0.5;
|
|
251
|
-
var norm = 0.0;
|
|
252
|
-
for (var o = 0; o < 4; o++) {
|
|
253
|
-
if (o >= octaves) { break; }
|
|
254
|
-
sum += ${w} * amp;
|
|
255
|
-
norm += amp;
|
|
256
|
-
p = p * 2.0;
|
|
257
|
-
amp *= 0.5;
|
|
258
|
-
}
|
|
259
|
-
return sum / max(norm, 1e-4);
|
|
260
|
-
}`)),
|
|
261
|
-
e("oj_ridged", ["oj_simplexRaw"], `
|
|
262
|
-
float oj_ridged(vec2 p, float seed, int octaves) {
|
|
263
|
-
float sum = 0.0, amp = 0.5, norm = 0.0;
|
|
264
|
-
for (int o = 0; o < 4; o++) {
|
|
265
|
-
if (o >= octaves) break;
|
|
266
|
-
float r = 1.0 - abs(oj_simplexRaw(p + (seed + float(o) * 19.0) * 137.13));
|
|
267
|
-
sum += r * r * amp;
|
|
268
|
-
norm += amp;
|
|
269
|
-
p *= 2.0;
|
|
270
|
-
amp *= 0.5;
|
|
271
|
-
}
|
|
272
|
-
return sum / max(norm, 1e-4);
|
|
273
|
-
}`, `
|
|
274
|
-
fn oj_ridged(pIn: vec2f, seed: f32, octaves: i32) -> f32 {
|
|
275
|
-
var p = pIn;
|
|
276
|
-
var sum = 0.0;
|
|
277
|
-
var amp = 0.5;
|
|
278
|
-
var norm = 0.0;
|
|
279
|
-
for (var o = 0; o < 4; o++) {
|
|
280
|
-
if (o >= octaves) { break; }
|
|
281
|
-
let r = 1.0 - abs(oj_simplexRaw(p + (seed + f32(o) * 19.0) * 137.13));
|
|
282
|
-
sum += r * r * amp;
|
|
283
|
-
norm += amp;
|
|
284
|
-
p = p * 2.0;
|
|
285
|
-
amp *= 0.5;
|
|
286
|
-
}
|
|
287
|
-
return sum / max(norm, 1e-4);
|
|
288
|
-
}`),
|
|
289
|
-
e("sl_voronoi", [], `
|
|
290
|
-
float sl_hash21(vec2 p) {
|
|
291
|
-
p = fract(p * vec2(123.34, 456.21));
|
|
292
|
-
p += dot(p, p + 45.32);
|
|
293
|
-
return fract(p.x * p.y);
|
|
294
|
-
}
|
|
295
|
-
float sl_voronoi(vec2 p) {
|
|
296
|
-
vec2 cell = floor(p);
|
|
297
|
-
vec2 f = fract(p);
|
|
298
|
-
float best = 8.0;
|
|
299
|
-
for (int y = -1; y <= 1; y++) {
|
|
300
|
-
for (int x = -1; x <= 1; x++) {
|
|
301
|
-
vec2 o = vec2(float(x), float(y));
|
|
302
|
-
vec2 jitter = vec2(sl_hash21(cell + o), sl_hash21(cell + o + 37.7));
|
|
303
|
-
best = min(best, length(o + jitter - f));
|
|
304
|
-
}
|
|
305
|
-
}
|
|
306
|
-
return best;
|
|
307
|
-
}`, `
|
|
308
|
-
fn sl_hash21(pIn: vec2f) -> f32 {
|
|
309
|
-
var p = fract(pIn * vec2f(123.34, 456.21));
|
|
310
|
-
p = p + dot(p, p + 45.32);
|
|
311
|
-
return fract(p.x * p.y);
|
|
312
|
-
}
|
|
313
|
-
fn sl_voronoi(p: vec2f) -> f32 {
|
|
314
|
-
let cell = floor(p);
|
|
315
|
-
let f = fract(p);
|
|
316
|
-
var best = 8.0;
|
|
317
|
-
for (var y = -1; y <= 1; y++) {
|
|
318
|
-
for (var x = -1; x <= 1; x++) {
|
|
319
|
-
let o = vec2f(f32(x), f32(y));
|
|
320
|
-
let jitter = vec2f(sl_hash21(cell + o), sl_hash21(cell + o + 37.7));
|
|
321
|
-
best = min(best, length(o + jitter - f));
|
|
322
|
-
}
|
|
323
|
-
}
|
|
324
|
-
return best;
|
|
325
|
-
}`),
|
|
326
|
-
|
|
327
|
-
// ------------------------------------------------------------------- sdf
|
|
328
|
-
e("sd_util", [], `
|
|
329
|
-
float ndot(vec2 a, vec2 b) { return a.x * b.x - a.y * b.y; }
|
|
330
|
-
float dot2(vec2 v) { return dot(v, v); }`, `
|
|
331
|
-
fn ndot(a: vec2f, b: vec2f) -> f32 { return a.x * b.x - a.y * b.y; }
|
|
332
|
-
fn dot2(v: vec2f) -> f32 { return dot(v, v); }
|
|
333
|
-
fn glslMod(x: f32, y: f32) -> f32 { return x - y * floor(x / y); }`),
|
|
334
|
-
|
|
335
|
-
e("sdCircle", [], `
|
|
336
|
-
float sdCircle(vec2 p, float r) { return length(p) - r; }`, `
|
|
337
|
-
fn sdCircle(p: vec2f, r: f32) -> f32 { return length(p) - r; }`),
|
|
338
|
-
|
|
339
|
-
e("sdRoundedBox", [], `
|
|
340
|
-
float sdRoundedBox(vec2 p, vec2 b, vec4 r) {
|
|
341
|
-
r.xy = (p.x > 0.0) ? r.xy : r.zw;
|
|
342
|
-
r.x = (p.y > 0.0) ? r.x : r.y;
|
|
343
|
-
vec2 q = abs(p) - b + r.x;
|
|
344
|
-
return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - r.x;
|
|
345
|
-
}`, `
|
|
346
|
-
fn sdRoundedBox(p: vec2f, b: vec2f, rIn: vec4f) -> f32 {
|
|
347
|
-
var r = rIn;
|
|
348
|
-
if (!(p.x > 0.0)) { r = vec4f(r.zw, r.zw); }
|
|
349
|
-
r.x = select(r.y, r.x, p.y > 0.0);
|
|
350
|
-
let q = abs(p) - b + r.x;
|
|
351
|
-
return min(max(q.x, q.y), 0.0) + length(max(q, vec2f(0.0))) - r.x;
|
|
352
|
-
}`),
|
|
353
|
-
|
|
354
|
-
e("sdBox", [], `
|
|
355
|
-
float sdBox(vec2 p, vec2 b) {
|
|
356
|
-
vec2 d = abs(p) - b;
|
|
357
|
-
return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0);
|
|
358
|
-
}`, `
|
|
359
|
-
fn sdBox(p: vec2f, b: vec2f) -> f32 {
|
|
360
|
-
let d = abs(p) - b;
|
|
361
|
-
return length(max(d, vec2f(0.0))) + min(max(d.x, d.y), 0.0);
|
|
362
|
-
}`),
|
|
363
|
-
|
|
364
|
-
e("sdOrientedBox", [], `
|
|
365
|
-
float sdOrientedBox(vec2 p, vec2 a, vec2 b, float th) {
|
|
366
|
-
float l = length(b - a);
|
|
367
|
-
vec2 d = (b - a) / l;
|
|
368
|
-
vec2 q = (p - (a + b) * 0.5);
|
|
369
|
-
q = vec2(q.x * d.x + q.y * d.y, -q.x * d.y + q.y * d.x);
|
|
370
|
-
q = abs(q) - vec2(l, th) * 0.5;
|
|
371
|
-
return length(max(q, 0.0)) + min(max(q.x, q.y), 0.0);
|
|
372
|
-
}`, `
|
|
373
|
-
fn sdOrientedBox(p: vec2f, a: vec2f, b: vec2f, th: f32) -> f32 {
|
|
374
|
-
let l = length(b - a);
|
|
375
|
-
let d = (b - a) / l;
|
|
376
|
-
var q = (p - (a + b) * 0.5);
|
|
377
|
-
q = vec2f(q.x * d.x + q.y * d.y, -q.x * d.y + q.y * d.x);
|
|
378
|
-
q = abs(q) - vec2f(l, th) * 0.5;
|
|
379
|
-
return length(max(q, vec2f(0.0))) + min(max(q.x, q.y), 0.0);
|
|
380
|
-
}`),
|
|
381
|
-
|
|
382
|
-
e("sdSegment", [], `
|
|
383
|
-
float sdSegment(vec2 p, vec2 a, vec2 b) {
|
|
384
|
-
vec2 pa = p - a, ba = b - a;
|
|
385
|
-
float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
|
|
386
|
-
return length(pa - ba * h);
|
|
387
|
-
}`, `
|
|
388
|
-
fn sdSegment(p: vec2f, a: vec2f, b: vec2f) -> f32 {
|
|
389
|
-
let pa = p - a;
|
|
390
|
-
let ba = b - a;
|
|
391
|
-
let h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
|
|
392
|
-
return length(pa - ba * h);
|
|
393
|
-
}`),
|
|
394
|
-
|
|
395
|
-
e("sdRhombus", ["sd_util"], `
|
|
396
|
-
float sdRhombus(vec2 p, vec2 b) {
|
|
397
|
-
p = abs(p);
|
|
398
|
-
float h = clamp(ndot(b - 2.0 * p, b) / dot(b, b), -1.0, 1.0);
|
|
399
|
-
float d = length(p - 0.5 * b * vec2(1.0 - h, 1.0 + h));
|
|
400
|
-
return d * sign(p.x * b.y + p.y * b.x - b.x * b.y);
|
|
401
|
-
}`, `
|
|
402
|
-
fn sdRhombus(pIn: vec2f, b: vec2f) -> f32 {
|
|
403
|
-
let p = abs(pIn);
|
|
404
|
-
let h = clamp(ndot(b - 2.0 * p, b) / dot(b, b), -1.0, 1.0);
|
|
405
|
-
let d = length(p - 0.5 * b * vec2f(1.0 - h, 1.0 + h));
|
|
406
|
-
return d * sign(p.x * b.y + p.y * b.x - b.x * b.y);
|
|
407
|
-
}`),
|
|
408
|
-
|
|
409
|
-
e("sdTrapezoid", ["sd_util"], `
|
|
410
|
-
float sdTrapezoid(vec2 p, float r1, float r2, float he) {
|
|
411
|
-
vec2 k1 = vec2(r2, he);
|
|
412
|
-
vec2 k2 = vec2(r2 - r1, 2.0 * he);
|
|
413
|
-
p.x = abs(p.x);
|
|
414
|
-
vec2 ca = vec2(p.x - min(p.x, (p.y < 0.0) ? r1 : r2), abs(p.y) - he);
|
|
415
|
-
vec2 cb = p - k1 + k2 * clamp(dot(k1 - p, k2) / dot2(k2), 0.0, 1.0);
|
|
416
|
-
float s = (cb.x < 0.0 && ca.y < 0.0) ? -1.0 : 1.0;
|
|
417
|
-
return s * sqrt(min(dot2(ca), dot2(cb)));
|
|
418
|
-
}`, `
|
|
419
|
-
fn sdTrapezoid(pIn: vec2f, r1: f32, r2: f32, he: f32) -> f32 {
|
|
420
|
-
let k1 = vec2f(r2, he);
|
|
421
|
-
let k2 = vec2f(r2 - r1, 2.0 * he);
|
|
422
|
-
var p = pIn;
|
|
423
|
-
p.x = abs(p.x);
|
|
424
|
-
let ca = vec2f(p.x - min(p.x, select(r2, r1, p.y < 0.0)), abs(p.y) - he);
|
|
425
|
-
let cb = p - k1 + k2 * clamp(dot(k1 - p, k2) / dot2(k2), 0.0, 1.0);
|
|
426
|
-
let s = select(1.0, -1.0, cb.x < 0.0 && ca.y < 0.0);
|
|
427
|
-
return s * sqrt(min(dot2(ca), dot2(cb)));
|
|
428
|
-
}`),
|
|
429
|
-
|
|
430
|
-
e("sdParallelogram", [], `
|
|
431
|
-
float sdParallelogram(vec2 p, float wi, float he, float sk) {
|
|
432
|
-
vec2 e = vec2(sk, he);
|
|
433
|
-
p = (p.y < 0.0) ? -p : p;
|
|
434
|
-
vec2 w = p - e;
|
|
435
|
-
w.x -= clamp(w.x, -wi, wi);
|
|
436
|
-
vec2 d = vec2(dot(w, w), -w.y);
|
|
437
|
-
float s = p.x * e.y - p.y * e.x;
|
|
438
|
-
p = (s < 0.0) ? -p : p;
|
|
439
|
-
vec2 v = p - vec2(wi, 0.0);
|
|
440
|
-
v -= e * clamp(dot(v, e) / dot(e, e), -1.0, 1.0);
|
|
441
|
-
d = min(d, vec2(dot(v, v), wi * he - abs(s)));
|
|
442
|
-
return sqrt(d.x) * sign(-d.y);
|
|
443
|
-
}`, `
|
|
444
|
-
fn sdParallelogram(pIn: vec2f, wi: f32, he: f32, sk: f32) -> f32 {
|
|
445
|
-
let e = vec2f(sk, he);
|
|
446
|
-
var p = select(pIn, -pIn, pIn.y < 0.0);
|
|
447
|
-
var w = p - e;
|
|
448
|
-
w.x -= clamp(w.x, -wi, wi);
|
|
449
|
-
var d = vec2f(dot(w, w), -w.y);
|
|
450
|
-
let s = p.x * e.y - p.y * e.x;
|
|
451
|
-
p = select(p, -p, s < 0.0);
|
|
452
|
-
var v = p - vec2f(wi, 0.0);
|
|
453
|
-
v = v - e * clamp(dot(v, e) / dot(e, e), -1.0, 1.0);
|
|
454
|
-
d = min(d, vec2f(dot(v, v), wi * he - abs(s)));
|
|
455
|
-
return sqrt(d.x) * sign(-d.y);
|
|
456
|
-
}`),
|
|
457
|
-
|
|
458
|
-
e("sdEquilateralTriangle", [], `
|
|
459
|
-
float sdEquilateralTriangle(vec2 p, float r) {
|
|
460
|
-
const float k = sqrt(3.0);
|
|
461
|
-
p.x = abs(p.x) - r;
|
|
462
|
-
p.y = p.y + r / k;
|
|
463
|
-
if (p.x + k * p.y > 0.0) p = vec2(p.x - k * p.y, -k * p.x - p.y) / 2.0;
|
|
464
|
-
p.x -= clamp(p.x, -2.0 * r, 0.0);
|
|
465
|
-
return -length(p) * sign(p.y);
|
|
466
|
-
}`, `
|
|
467
|
-
fn sdEquilateralTriangle(pIn: vec2f, r: f32) -> f32 {
|
|
468
|
-
let k = sqrt(3.0);
|
|
469
|
-
var p = pIn;
|
|
470
|
-
p.x = abs(p.x) - r;
|
|
471
|
-
p.y = p.y + r / k;
|
|
472
|
-
if (p.x + k * p.y > 0.0) { p = vec2f(p.x - k * p.y, -k * p.x - p.y) / 2.0; }
|
|
473
|
-
p.x -= clamp(p.x, -2.0 * r, 0.0);
|
|
474
|
-
return -length(p) * sign(p.y);
|
|
475
|
-
}`),
|
|
476
|
-
|
|
477
|
-
e("sdTriangleIsosceles", [], `
|
|
478
|
-
float sdTriangleIsosceles(vec2 p, vec2 q) {
|
|
479
|
-
p.x = abs(p.x);
|
|
480
|
-
vec2 a = p - q * clamp(dot(p, q) / dot(q, q), 0.0, 1.0);
|
|
481
|
-
vec2 b = p - q * vec2(clamp(p.x / q.x, 0.0, 1.0), 1.0);
|
|
482
|
-
float s = -sign(q.y);
|
|
483
|
-
vec2 d = min(vec2(dot(a, a), s * (p.x * q.y - p.y * q.x)), vec2(dot(b, b), s * (p.y - q.y)));
|
|
484
|
-
return -sqrt(d.x) * sign(d.y);
|
|
485
|
-
}`, `
|
|
486
|
-
fn sdTriangleIsosceles(pIn: vec2f, q: vec2f) -> f32 {
|
|
487
|
-
var p = pIn;
|
|
488
|
-
p.x = abs(p.x);
|
|
489
|
-
let a = p - q * clamp(dot(p, q) / dot(q, q), 0.0, 1.0);
|
|
490
|
-
let b = p - q * vec2f(clamp(p.x / q.x, 0.0, 1.0), 1.0);
|
|
491
|
-
let s = -sign(q.y);
|
|
492
|
-
let d = min(vec2f(dot(a, a), s * (p.x * q.y - p.y * q.x)), vec2f(dot(b, b), s * (p.y - q.y)));
|
|
493
|
-
return -sqrt(d.x) * sign(d.y);
|
|
494
|
-
}`),
|
|
495
|
-
|
|
496
|
-
e("sdTriangle", [], `
|
|
497
|
-
float sdTriangle(vec2 p, vec2 p0, vec2 p1, vec2 p2) {
|
|
498
|
-
vec2 e0 = p1 - p0; vec2 e1 = p2 - p1; vec2 e2 = p0 - p2;
|
|
499
|
-
vec2 v0 = p - p0; vec2 v1 = p - p1; vec2 v2 = p - p2;
|
|
500
|
-
vec2 pq0 = v0 - e0 * clamp(dot(v0, e0) / dot(e0, e0), 0.0, 1.0);
|
|
501
|
-
vec2 pq1 = v1 - e1 * clamp(dot(v1, e1) / dot(e1, e1), 0.0, 1.0);
|
|
502
|
-
vec2 pq2 = v2 - e2 * clamp(dot(v2, e2) / dot(e2, e2), 0.0, 1.0);
|
|
503
|
-
float s = sign(e0.x * e2.y - e0.y * e2.x);
|
|
504
|
-
vec2 d = min(min(vec2(dot(pq0, pq0), s * (v0.x * e0.y - v0.y * e0.x)),
|
|
505
|
-
vec2(dot(pq1, pq1), s * (v1.x * e1.y - v1.y * e1.x))),
|
|
506
|
-
vec2(dot(pq2, pq2), s * (v2.x * e2.y - v2.y * e2.x)));
|
|
507
|
-
return -sqrt(d.x) * sign(d.y);
|
|
508
|
-
}`, `
|
|
509
|
-
fn sdTriangle(p: vec2f, p0: vec2f, p1: vec2f, p2: vec2f) -> f32 {
|
|
510
|
-
let e0 = p1 - p0; let e1 = p2 - p1; let e2 = p0 - p2;
|
|
511
|
-
let v0 = p - p0; let v1 = p - p1; let v2 = p - p2;
|
|
512
|
-
let pq0 = v0 - e0 * clamp(dot(v0, e0) / dot(e0, e0), 0.0, 1.0);
|
|
513
|
-
let pq1 = v1 - e1 * clamp(dot(v1, e1) / dot(e1, e1), 0.0, 1.0);
|
|
514
|
-
let pq2 = v2 - e2 * clamp(dot(v2, e2) / dot(e2, e2), 0.0, 1.0);
|
|
515
|
-
let s = sign(e0.x * e2.y - e0.y * e2.x);
|
|
516
|
-
let d = min(min(vec2f(dot(pq0, pq0), s * (v0.x * e0.y - v0.y * e0.x)),
|
|
517
|
-
vec2f(dot(pq1, pq1), s * (v1.x * e1.y - v1.y * e1.x))),
|
|
518
|
-
vec2f(dot(pq2, pq2), s * (v2.x * e2.y - v2.y * e2.x)));
|
|
519
|
-
return -sqrt(d.x) * sign(d.y);
|
|
520
|
-
}`),
|
|
521
|
-
|
|
522
|
-
e("sdUnevenCapsule", [], `
|
|
523
|
-
float sdUnevenCapsule(vec2 p, float r1, float r2, float h) {
|
|
524
|
-
p.x = abs(p.x);
|
|
525
|
-
float b = (r1 - r2) / h;
|
|
526
|
-
float a = sqrt(1.0 - b * b);
|
|
527
|
-
float k = dot(p, vec2(-b, a));
|
|
528
|
-
if (k < 0.0) return length(p) - r1;
|
|
529
|
-
if (k > a * h) return length(p - vec2(0.0, h)) - r2;
|
|
530
|
-
return dot(p, vec2(a, b)) - r1;
|
|
531
|
-
}`, `
|
|
532
|
-
fn sdUnevenCapsule(pIn: vec2f, r1: f32, r2: f32, h: f32) -> f32 {
|
|
533
|
-
var p = pIn;
|
|
534
|
-
p.x = abs(p.x);
|
|
535
|
-
let b = (r1 - r2) / h;
|
|
536
|
-
let a = sqrt(1.0 - b * b);
|
|
537
|
-
let k = dot(p, vec2f(-b, a));
|
|
538
|
-
if (k < 0.0) { return length(p) - r1; }
|
|
539
|
-
if (k > a * h) { return length(p - vec2f(0.0, h)) - r2; }
|
|
540
|
-
return dot(p, vec2f(a, b)) - r1;
|
|
541
|
-
}`),
|
|
542
|
-
|
|
543
|
-
e("sdPentagon", [], `
|
|
544
|
-
float sdPentagon(vec2 p, float r) {
|
|
545
|
-
const vec3 k = vec3(0.809016994, 0.587785252, 0.726542528);
|
|
546
|
-
p.x = abs(p.x);
|
|
547
|
-
p -= 2.0 * min(dot(vec2(-k.x, k.y), p), 0.0) * vec2(-k.x, k.y);
|
|
548
|
-
p -= 2.0 * min(dot(vec2(k.x, k.y), p), 0.0) * vec2(k.x, k.y);
|
|
549
|
-
p -= vec2(clamp(p.x, -r * k.z, r * k.z), r);
|
|
550
|
-
return length(p) * sign(p.y);
|
|
551
|
-
}`, `
|
|
552
|
-
fn sdPentagon(pIn: vec2f, r: f32) -> f32 {
|
|
553
|
-
let k = vec3f(0.809016994, 0.587785252, 0.726542528);
|
|
554
|
-
var p = pIn;
|
|
555
|
-
p.x = abs(p.x);
|
|
556
|
-
p = p - 2.0 * min(dot(vec2f(-k.x, k.y), p), 0.0) * vec2f(-k.x, k.y);
|
|
557
|
-
p = p - 2.0 * min(dot(vec2f(k.x, k.y), p), 0.0) * vec2f(k.x, k.y);
|
|
558
|
-
p = p - vec2f(clamp(p.x, -r * k.z, r * k.z), r);
|
|
559
|
-
return length(p) * sign(p.y);
|
|
560
|
-
}`),
|
|
561
|
-
|
|
562
|
-
e("sdHexagon", [], `
|
|
563
|
-
float sdHexagon(vec2 p, float r) {
|
|
564
|
-
const vec3 k = vec3(-0.866025404, 0.5, 0.577350269);
|
|
565
|
-
p = abs(p);
|
|
566
|
-
p -= 2.0 * min(dot(k.xy, p), 0.0) * k.xy;
|
|
567
|
-
p -= vec2(clamp(p.x, -k.z * r, k.z * r), r);
|
|
568
|
-
return length(p) * sign(p.y);
|
|
569
|
-
}`, `
|
|
570
|
-
fn sdHexagon(pIn: vec2f, r: f32) -> f32 {
|
|
571
|
-
let k = vec3f(-0.866025404, 0.5, 0.577350269);
|
|
572
|
-
var p = abs(pIn);
|
|
573
|
-
p = p - 2.0 * min(dot(k.xy, p), 0.0) * k.xy;
|
|
574
|
-
p = p - vec2f(clamp(p.x, -k.z * r, k.z * r), r);
|
|
575
|
-
return length(p) * sign(p.y);
|
|
576
|
-
}`),
|
|
577
|
-
|
|
578
|
-
e("sdOctogon", [], `
|
|
579
|
-
float sdOctogon(vec2 p, float r) {
|
|
580
|
-
const vec3 k = vec3(-0.9238795325, 0.3826834323, 0.4142135623);
|
|
581
|
-
p = abs(p);
|
|
582
|
-
p -= 2.0 * min(dot(vec2(k.x, k.y), p), 0.0) * vec2(k.x, k.y);
|
|
583
|
-
p -= 2.0 * min(dot(vec2(-k.x, k.y), p), 0.0) * vec2(-k.x, k.y);
|
|
584
|
-
p -= vec2(clamp(p.x, -k.z * r, k.z * r), r);
|
|
585
|
-
return length(p) * sign(p.y);
|
|
586
|
-
}`, `
|
|
587
|
-
fn sdOctogon(pIn: vec2f, r: f32) -> f32 {
|
|
588
|
-
let k = vec3f(-0.9238795325, 0.3826834323, 0.4142135623);
|
|
589
|
-
var p = abs(pIn);
|
|
590
|
-
p = p - 2.0 * min(dot(vec2f(k.x, k.y), p), 0.0) * vec2f(k.x, k.y);
|
|
591
|
-
p = p - 2.0 * min(dot(vec2f(-k.x, k.y), p), 0.0) * vec2f(-k.x, k.y);
|
|
592
|
-
p = p - vec2f(clamp(p.x, -k.z * r, k.z * r), r);
|
|
593
|
-
return length(p) * sign(p.y);
|
|
594
|
-
}`),
|
|
595
|
-
|
|
596
|
-
e("sdHexagram", [], `
|
|
597
|
-
float sdHexagram(vec2 p, float r) {
|
|
598
|
-
const vec4 k = vec4(-0.5, 0.8660254038, 0.5773502692, 1.7320508076);
|
|
599
|
-
p = abs(p);
|
|
600
|
-
p -= 2.0 * min(dot(k.xy, p), 0.0) * k.xy;
|
|
601
|
-
p -= 2.0 * min(dot(k.yx, p), 0.0) * k.yx;
|
|
602
|
-
p -= vec2(clamp(p.x, r * k.z, r * k.w), r);
|
|
603
|
-
return length(p) * sign(p.y);
|
|
604
|
-
}`, `
|
|
605
|
-
fn sdHexagram(pIn: vec2f, r: f32) -> f32 {
|
|
606
|
-
let k = vec4f(-0.5, 0.8660254038, 0.5773502692, 1.7320508076);
|
|
607
|
-
var p = abs(pIn);
|
|
608
|
-
p = p - 2.0 * min(dot(k.xy, p), 0.0) * k.xy;
|
|
609
|
-
p = p - 2.0 * min(dot(k.yx, p), 0.0) * k.yx;
|
|
610
|
-
p = p - vec2f(clamp(p.x, r * k.z, r * k.w), r);
|
|
611
|
-
return length(p) * sign(p.y);
|
|
612
|
-
}`),
|
|
613
|
-
|
|
614
|
-
e("sdStar5", [], `
|
|
615
|
-
float sdStar5(vec2 p, float r, float rf) {
|
|
616
|
-
const vec2 k1 = vec2(0.809016994375, -0.587785252292);
|
|
617
|
-
const vec2 k2 = vec2(-k1.x, k1.y);
|
|
618
|
-
p.x = abs(p.x);
|
|
619
|
-
p -= 2.0 * max(dot(k1, p), 0.0) * k1;
|
|
620
|
-
p -= 2.0 * max(dot(k2, p), 0.0) * k2;
|
|
621
|
-
p.x = abs(p.x);
|
|
622
|
-
p.y -= r;
|
|
623
|
-
vec2 ba = rf * vec2(-k1.y, k1.x) - vec2(0.0, 1.0);
|
|
624
|
-
float h = clamp(dot(p, ba) / dot(ba, ba), 0.0, r);
|
|
625
|
-
return length(p - ba * h) * sign(p.y * ba.x - p.x * ba.y);
|
|
626
|
-
}`, `
|
|
627
|
-
fn sdStar5(pIn: vec2f, r: f32, rf: f32) -> f32 {
|
|
628
|
-
let k1 = vec2f(0.809016994375, -0.587785252292);
|
|
629
|
-
let k2 = vec2f(-k1.x, k1.y);
|
|
630
|
-
var p = pIn;
|
|
631
|
-
p.x = abs(p.x);
|
|
632
|
-
p = p - 2.0 * max(dot(k1, p), 0.0) * k1;
|
|
633
|
-
p = p - 2.0 * max(dot(k2, p), 0.0) * k2;
|
|
634
|
-
p.x = abs(p.x);
|
|
635
|
-
p.y -= r;
|
|
636
|
-
let ba = rf * vec2f(-k1.y, k1.x) - vec2f(0.0, 1.0);
|
|
637
|
-
let h = clamp(dot(p, ba) / dot(ba, ba), 0.0, r);
|
|
638
|
-
return length(p - ba * h) * sign(p.y * ba.x - p.x * ba.y);
|
|
639
|
-
}`),
|
|
640
|
-
|
|
641
|
-
e("sdStar", ["sd_util"], `
|
|
642
|
-
float sdStar(vec2 p, float r, int n, float m) {
|
|
643
|
-
float an = 3.141593 / float(n);
|
|
644
|
-
float en = 3.141593 / m;
|
|
645
|
-
vec2 acs = vec2(cos(an), sin(an));
|
|
646
|
-
vec2 ecs = vec2(cos(en), sin(en));
|
|
647
|
-
float bn = mod(atan(p.x, p.y), 2.0 * an) - an;
|
|
648
|
-
p = length(p) * vec2(cos(bn), abs(sin(bn)));
|
|
649
|
-
p -= r * acs;
|
|
650
|
-
p += ecs * clamp(-dot(p, ecs), 0.0, r * acs.y / ecs.y);
|
|
651
|
-
return length(p) * sign(p.x);
|
|
652
|
-
}`, `
|
|
653
|
-
fn sdStar(pIn: vec2f, r: f32, n: i32, m: f32) -> f32 {
|
|
654
|
-
let an = 3.141593 / f32(n);
|
|
655
|
-
let en = 3.141593 / m;
|
|
656
|
-
let acs = vec2f(cos(an), sin(an));
|
|
657
|
-
let ecs = vec2f(cos(en), sin(en));
|
|
658
|
-
let bn = glslMod(atan2(pIn.x, pIn.y), 2.0 * an) - an;
|
|
659
|
-
var p = length(pIn) * vec2f(cos(bn), abs(sin(bn)));
|
|
660
|
-
p = p - r * acs;
|
|
661
|
-
p = p + ecs * clamp(-dot(p, ecs), 0.0, r * acs.y / ecs.y);
|
|
662
|
-
return length(p) * sign(p.x);
|
|
663
|
-
}`),
|
|
664
|
-
|
|
665
|
-
e("sdPie", [], `
|
|
666
|
-
float sdPie(vec2 p, vec2 c, float r) {
|
|
667
|
-
p.x = abs(p.x);
|
|
668
|
-
float l = length(p) - r;
|
|
669
|
-
float m = length(p - c * clamp(dot(p, c), 0.0, r));
|
|
670
|
-
return max(l, m * sign(c.y * p.x - c.x * p.y));
|
|
671
|
-
}`, `
|
|
672
|
-
fn sdPie(pIn: vec2f, c: vec2f, r: f32) -> f32 {
|
|
673
|
-
var p = pIn;
|
|
674
|
-
p.x = abs(p.x);
|
|
675
|
-
let l = length(p) - r;
|
|
676
|
-
let m = length(p - c * clamp(dot(p, c), 0.0, r));
|
|
677
|
-
return max(l, m * sign(c.y * p.x - c.x * p.y));
|
|
678
|
-
}`),
|
|
679
|
-
|
|
680
|
-
e("sdCutDisk", [], `
|
|
681
|
-
float sdCutDisk(vec2 p, float r, float h) {
|
|
682
|
-
float w = sqrt(r * r - h * h);
|
|
683
|
-
p.x = abs(p.x);
|
|
684
|
-
float s = max((h - r) * p.x * p.x + w * w * (h + r - 2.0 * p.y), h * p.x - w * p.y);
|
|
685
|
-
return (s < 0.0) ? length(p) - r : (p.x < w) ? h - p.y : length(p - vec2(w, h));
|
|
686
|
-
}`, `
|
|
687
|
-
fn sdCutDisk(pIn: vec2f, r: f32, h: f32) -> f32 {
|
|
688
|
-
let w = sqrt(r * r - h * h);
|
|
689
|
-
var p = pIn;
|
|
690
|
-
p.x = abs(p.x);
|
|
691
|
-
let s = max((h - r) * p.x * p.x + w * w * (h + r - 2.0 * p.y), h * p.x - w * p.y);
|
|
692
|
-
if (s < 0.0) { return length(p) - r; }
|
|
693
|
-
if (p.x < w) { return h - p.y; }
|
|
694
|
-
return length(p - vec2f(w, h));
|
|
695
|
-
}`),
|
|
696
|
-
|
|
697
|
-
e("sdArc", [], `
|
|
698
|
-
float sdArc(vec2 p, vec2 sc, float ra, float rb) {
|
|
699
|
-
p.x = abs(p.x);
|
|
700
|
-
return ((sc.y * p.x > sc.x * p.y) ? length(p - sc * ra) : abs(length(p) - ra)) - rb;
|
|
701
|
-
}`, `
|
|
702
|
-
fn sdArc(pIn: vec2f, sc: vec2f, ra: f32, rb: f32) -> f32 {
|
|
703
|
-
var p = pIn;
|
|
704
|
-
p.x = abs(p.x);
|
|
705
|
-
return select(abs(length(p) - ra), length(p - sc * ra), sc.y * p.x > sc.x * p.y) - rb;
|
|
706
|
-
}`),
|
|
707
|
-
|
|
708
|
-
e("sdRing", [], `
|
|
709
|
-
float sdRing(vec2 p, vec2 n, float r, float th) {
|
|
710
|
-
p.x = abs(p.x);
|
|
711
|
-
p = vec2(p.x * n.x - p.y * n.y, p.x * n.y + p.y * n.x);
|
|
712
|
-
return max(abs(length(p) - r) - th * 0.5, length(vec2(p.x, max(0.0, abs(r - p.y) - th * 0.5))) * sign(p.x));
|
|
713
|
-
}`, `
|
|
714
|
-
fn sdRing(pIn: vec2f, n: vec2f, r: f32, th: f32) -> f32 {
|
|
715
|
-
var p = pIn;
|
|
716
|
-
p.x = abs(p.x);
|
|
717
|
-
p = vec2f(p.x * n.x - p.y * n.y, p.x * n.y + p.y * n.x);
|
|
718
|
-
return max(abs(length(p) - r) - th * 0.5, length(vec2f(p.x, max(0.0, abs(r - p.y) - th * 0.5))) * sign(p.x));
|
|
719
|
-
}`),
|
|
720
|
-
|
|
721
|
-
e("sdHorseshoe", [], `
|
|
722
|
-
float sdHorseshoe(vec2 p, vec2 c, float r, vec2 w) {
|
|
723
|
-
p.x = abs(p.x);
|
|
724
|
-
float l = length(p);
|
|
725
|
-
p = vec2(-p.x * c.x + p.y * c.y, p.x * c.y + p.y * c.x);
|
|
726
|
-
p = vec2((p.y > 0.0 || p.x > 0.0) ? p.x : l * sign(-c.x), (p.x > 0.0) ? p.y : l);
|
|
727
|
-
p = vec2(p.x, abs(p.y - r)) - w;
|
|
728
|
-
return length(max(p, 0.0)) + min(0.0, max(p.x, p.y));
|
|
729
|
-
}`, `
|
|
730
|
-
fn sdHorseshoe(pIn: vec2f, c: vec2f, r: f32, w: vec2f) -> f32 {
|
|
731
|
-
var p = pIn;
|
|
732
|
-
p.x = abs(p.x);
|
|
733
|
-
let l = length(p);
|
|
734
|
-
p = vec2f(-p.x * c.x + p.y * c.y, p.x * c.y + p.y * c.x);
|
|
735
|
-
p = vec2f(select(l * sign(-c.x), p.x, p.y > 0.0 || p.x > 0.0), select(l, p.y, p.x > 0.0));
|
|
736
|
-
p = vec2f(p.x, abs(p.y - r)) - w;
|
|
737
|
-
return length(max(p, vec2f(0.0))) + min(0.0, max(p.x, p.y));
|
|
738
|
-
}`),
|
|
739
|
-
|
|
740
|
-
e("sdVesica", [], `
|
|
741
|
-
float sdVesica(vec2 p, float r, float d) {
|
|
742
|
-
p = abs(p);
|
|
743
|
-
float b = sqrt(r * r - d * d);
|
|
744
|
-
return ((p.y - b) * d > p.x * b) ? length(p - vec2(0.0, b)) : length(p - vec2(-d, 0.0)) - r;
|
|
745
|
-
}`, `
|
|
746
|
-
fn sdVesica(pIn: vec2f, r: f32, d: f32) -> f32 {
|
|
747
|
-
let p = abs(pIn);
|
|
748
|
-
let b = sqrt(r * r - d * d);
|
|
749
|
-
if ((p.y - b) * d > p.x * b) { return length(p - vec2f(0.0, b)); }
|
|
750
|
-
return length(p - vec2f(-d, 0.0)) - r;
|
|
751
|
-
}`),
|
|
752
|
-
|
|
753
|
-
e("sdOrientedVesica", [], `
|
|
754
|
-
float sdOrientedVesica(vec2 p, vec2 a, vec2 b, float w) {
|
|
755
|
-
float r = 0.5 * length(b - a);
|
|
756
|
-
float d = 0.5 * (r * r - w * w) / w;
|
|
757
|
-
vec2 v = (b - a) / r;
|
|
758
|
-
vec2 c = (b + a) * 0.5;
|
|
759
|
-
vec2 pc = p - c;
|
|
760
|
-
vec2 q = 0.5 * abs(vec2(pc.x * v.y - pc.y * v.x, pc.x * v.x + pc.y * v.y));
|
|
761
|
-
vec3 h = (r * q.x < d * (q.y - r)) ? vec3(0.0, r, 0.0) : vec3(-d, 0.0, d + w);
|
|
762
|
-
return length(q - h.xy) - h.z;
|
|
763
|
-
}`, `
|
|
764
|
-
fn sdOrientedVesica(p: vec2f, a: vec2f, b: vec2f, w: f32) -> f32 {
|
|
765
|
-
let r = 0.5 * length(b - a);
|
|
766
|
-
let d = 0.5 * (r * r - w * w) / w;
|
|
767
|
-
let v = (b - a) / r;
|
|
768
|
-
let c = (b + a) * 0.5;
|
|
769
|
-
let pc = p - c;
|
|
770
|
-
let q = 0.5 * abs(vec2f(pc.x * v.y - pc.y * v.x, pc.x * v.x + pc.y * v.y));
|
|
771
|
-
let h = select(vec3f(-d, 0.0, d + w), vec3f(0.0, r, 0.0), r * q.x < d * (q.y - r));
|
|
772
|
-
return length(q - h.xy) - h.z;
|
|
773
|
-
}`),
|
|
774
|
-
|
|
775
|
-
e("sdMoon", [], `
|
|
776
|
-
float sdMoon(vec2 p, float d, float ra, float rb) {
|
|
777
|
-
p.y = abs(p.y);
|
|
778
|
-
float a = (ra * ra - rb * rb + d * d) / (2.0 * d);
|
|
779
|
-
float b = sqrt(max(ra * ra - a * a, 0.0));
|
|
780
|
-
if (d * (p.x * b - p.y * a) > d * d * max(b - p.y, 0.0)) return length(p - vec2(a, b));
|
|
781
|
-
return max(length(p) - ra, -(length(p - vec2(d, 0.0)) - rb));
|
|
782
|
-
}`, `
|
|
783
|
-
fn sdMoon(pIn: vec2f, d: f32, ra: f32, rb: f32) -> f32 {
|
|
784
|
-
var p = pIn;
|
|
785
|
-
p.y = abs(p.y);
|
|
786
|
-
let a = (ra * ra - rb * rb + d * d) / (2.0 * d);
|
|
787
|
-
let b = sqrt(max(ra * ra - a * a, 0.0));
|
|
788
|
-
if (d * (p.x * b - p.y * a) > d * d * max(b - p.y, 0.0)) { return length(p - vec2f(a, b)); }
|
|
789
|
-
return max(length(p) - ra, -(length(p - vec2f(d, 0.0)) - rb));
|
|
790
|
-
}`),
|
|
791
|
-
|
|
792
|
-
e("sdRoundedCross", ["sd_util"], `
|
|
793
|
-
float sdRoundedCross(vec2 p, float h) {
|
|
794
|
-
float k = 0.5 * (h + 1.0 / h);
|
|
795
|
-
p = abs(p);
|
|
796
|
-
return (p.x < 1.0 && p.y < p.x * (k - h) + h)
|
|
797
|
-
? k - sqrt(dot2(p - vec2(1.0, k)))
|
|
798
|
-
: sqrt(min(dot2(p - vec2(0.0, h)), dot2(p - vec2(1.0, 0.0))));
|
|
799
|
-
}`, `
|
|
800
|
-
fn sdRoundedCross(pIn: vec2f, h: f32) -> f32 {
|
|
801
|
-
let k = 0.5 * (h + 1.0 / h);
|
|
802
|
-
let p = abs(pIn);
|
|
803
|
-
if (p.x < 1.0 && p.y < p.x * (k - h) + h) { return k - sqrt(dot2(p - vec2f(1.0, k))); }
|
|
804
|
-
return sqrt(min(dot2(p - vec2f(0.0, h)), dot2(p - vec2f(1.0, 0.0))));
|
|
805
|
-
}`),
|
|
806
|
-
|
|
807
|
-
e("sdEgg", [], `
|
|
808
|
-
float sdEgg(vec2 p, float he, float ra, float rb, float bu) {
|
|
809
|
-
float r = 0.5 * (he + ra + rb) / bu;
|
|
810
|
-
float da = r - ra;
|
|
811
|
-
float db = r - rb;
|
|
812
|
-
float y = (db * db - da * da - he * he) / (2.0 * he);
|
|
813
|
-
float x = sqrt(max(da * da - y * y, 0.0));
|
|
814
|
-
p.x = abs(p.x);
|
|
815
|
-
p.y += 0.5 * (he + rb - ra);
|
|
816
|
-
float k = p.y * x - p.x * y;
|
|
817
|
-
if (k > 0.0 && k < he * (p.x + x)) return length(p + vec2(x, y)) - r;
|
|
818
|
-
return min(length(p) - ra, length(vec2(p.x, p.y - he)) - rb);
|
|
819
|
-
}`, `
|
|
820
|
-
fn sdEgg(pIn: vec2f, he: f32, ra: f32, rb: f32, bu: f32) -> f32 {
|
|
821
|
-
let r = 0.5 * (he + ra + rb) / bu;
|
|
822
|
-
let da = r - ra;
|
|
823
|
-
let db = r - rb;
|
|
824
|
-
let y = (db * db - da * da - he * he) / (2.0 * he);
|
|
825
|
-
let x = sqrt(max(da * da - y * y, 0.0));
|
|
826
|
-
var p = pIn;
|
|
827
|
-
p.x = abs(p.x);
|
|
828
|
-
p.y += 0.5 * (he + rb - ra);
|
|
829
|
-
let k = p.y * x - p.x * y;
|
|
830
|
-
if (k > 0.0 && k < he * (p.x + x)) { return length(p + vec2f(x, y)) - r; }
|
|
831
|
-
return min(length(p) - ra, length(vec2f(p.x, p.y - he)) - rb);
|
|
832
|
-
}`),
|
|
833
|
-
|
|
834
|
-
e("sdHeart", [], `
|
|
835
|
-
float sdHeart(vec2 p) {
|
|
836
|
-
p.x = abs(p.x);
|
|
837
|
-
if (p.y + p.x > 1.0) return sqrt(dot(p - vec2(0.25, 0.75), p - vec2(0.25, 0.75))) - sqrt(2.0) / 4.0;
|
|
838
|
-
return sqrt(min(dot(p - vec2(0.0, 1.0), p - vec2(0.0, 1.0)),
|
|
839
|
-
dot(p - 0.5 * max(p.x + p.y, 0.0), p - 0.5 * max(p.x + p.y, 0.0)))) * sign(p.x - p.y);
|
|
840
|
-
}`, `
|
|
841
|
-
fn sdHeart(pIn: vec2f) -> f32 {
|
|
842
|
-
var p = pIn;
|
|
843
|
-
p.x = abs(p.x);
|
|
844
|
-
if (p.y + p.x > 1.0) { return sqrt(dot(p - vec2f(0.25, 0.75), p - vec2f(0.25, 0.75))) - sqrt(2.0) / 4.0; }
|
|
845
|
-
return sqrt(min(dot(p - vec2f(0.0, 1.0), p - vec2f(0.0, 1.0)),
|
|
846
|
-
dot(p - 0.5 * max(p.x + p.y, 0.0), p - 0.5 * max(p.x + p.y, 0.0)))) * sign(p.x - p.y);
|
|
847
|
-
}`),
|
|
848
|
-
|
|
849
|
-
e("sdCross", [], `
|
|
850
|
-
float sdCross(vec2 p, vec2 b, float r) {
|
|
851
|
-
p = abs(p);
|
|
852
|
-
p = (p.y > p.x) ? p.yx : p.xy;
|
|
853
|
-
vec2 q = p - b;
|
|
854
|
-
float k = max(q.y, q.x);
|
|
855
|
-
vec2 w = (k > 0.0) ? q : vec2(b.y - p.x, -k);
|
|
856
|
-
return sign(k) * length(max(w, 0.0)) + r;
|
|
857
|
-
}`, `
|
|
858
|
-
fn sdCross(pIn: vec2f, b: vec2f, r: f32) -> f32 {
|
|
859
|
-
var p = abs(pIn);
|
|
860
|
-
p = select(p.xy, p.yx, p.y > p.x);
|
|
861
|
-
let q = p - b;
|
|
862
|
-
let k = max(q.y, q.x);
|
|
863
|
-
let w = select(vec2f(b.y - p.x, -k), q, k > 0.0);
|
|
864
|
-
return sign(k) * length(max(w, vec2f(0.0))) + r;
|
|
865
|
-
}`),
|
|
866
|
-
|
|
867
|
-
e("sdRoundedX", [], `
|
|
868
|
-
float sdRoundedX(vec2 p, float w, float r) {
|
|
869
|
-
p = abs(p);
|
|
870
|
-
return length(p - min(p.x + p.y, w) * 0.5) - r;
|
|
871
|
-
}`, `
|
|
872
|
-
fn sdRoundedX(pIn: vec2f, w: f32, r: f32) -> f32 {
|
|
873
|
-
let p = abs(pIn);
|
|
874
|
-
return length(p - min(p.x + p.y, w) * 0.5) - r;
|
|
875
|
-
}`),
|
|
876
|
-
|
|
877
|
-
e("sdEllipse", [], `
|
|
878
|
-
float sdEllipse(vec2 p, vec2 ab) {
|
|
879
|
-
p = abs(p);
|
|
880
|
-
if (p.x > p.y) { p = p.yx; ab = ab.yx; }
|
|
881
|
-
float l = ab.y * ab.y - ab.x * ab.x;
|
|
882
|
-
float m = ab.x * p.x / l;
|
|
883
|
-
float m2 = m * m;
|
|
884
|
-
float n = ab.y * p.y / l;
|
|
885
|
-
float n2 = n * n;
|
|
886
|
-
float c = (m2 + n2 - 1.0) / 3.0;
|
|
887
|
-
float c3 = c * c * c;
|
|
888
|
-
float q = c3 + m2 * n2 * 2.0;
|
|
889
|
-
float d = c3 + m2 * n2;
|
|
890
|
-
float g = m + m * n2;
|
|
891
|
-
float co;
|
|
892
|
-
if (d < 0.0) {
|
|
893
|
-
float h = acos(q / c3) / 3.0;
|
|
894
|
-
float s = cos(h);
|
|
895
|
-
float t = sin(h) * sqrt(3.0);
|
|
896
|
-
float rx = sqrt(-c * (s + t + 2.0) + m2);
|
|
897
|
-
float ry = sqrt(-c * (s - t + 2.0) + m2);
|
|
898
|
-
co = (ry + sign(l) * rx + abs(g) / (rx * ry) - m) / 2.0;
|
|
899
|
-
} else {
|
|
900
|
-
float h = 2.0 * m * n * sqrt(d);
|
|
901
|
-
float s = sign(q + h) * pow(abs(q + h), 1.0 / 3.0);
|
|
902
|
-
float u = sign(q - h) * pow(abs(q - h), 1.0 / 3.0);
|
|
903
|
-
float rx = -s - u - c * 4.0 + 2.0 * m2;
|
|
904
|
-
float ry = (s - u) * sqrt(3.0);
|
|
905
|
-
float rm = sqrt(rx * rx + ry * ry);
|
|
906
|
-
co = (ry / sqrt(rm - rx) + 2.0 * g / rm - m) / 2.0;
|
|
907
|
-
}
|
|
908
|
-
vec2 r = ab * vec2(co, sqrt(1.0 - co * co));
|
|
909
|
-
return length(r - p) * sign(p.y - r.y);
|
|
910
|
-
}`, `
|
|
911
|
-
fn sdEllipse(pIn: vec2f, abIn: vec2f) -> f32 {
|
|
912
|
-
var p = abs(pIn);
|
|
913
|
-
var ab = abIn;
|
|
914
|
-
if (p.x > p.y) { p = p.yx; ab = ab.yx; }
|
|
915
|
-
let l = ab.y * ab.y - ab.x * ab.x;
|
|
916
|
-
let m = ab.x * p.x / l;
|
|
917
|
-
let m2 = m * m;
|
|
918
|
-
let n = ab.y * p.y / l;
|
|
919
|
-
let n2 = n * n;
|
|
920
|
-
let c = (m2 + n2 - 1.0) / 3.0;
|
|
921
|
-
let c3 = c * c * c;
|
|
922
|
-
let q = c3 + m2 * n2 * 2.0;
|
|
923
|
-
let d = c3 + m2 * n2;
|
|
924
|
-
let g = m + m * n2;
|
|
925
|
-
var co: f32;
|
|
926
|
-
if (d < 0.0) {
|
|
927
|
-
let h = acos(q / c3) / 3.0;
|
|
928
|
-
let s = cos(h);
|
|
929
|
-
let t = sin(h) * sqrt(3.0);
|
|
930
|
-
let rx = sqrt(-c * (s + t + 2.0) + m2);
|
|
931
|
-
let ry = sqrt(-c * (s - t + 2.0) + m2);
|
|
932
|
-
co = (ry + sign(l) * rx + abs(g) / (rx * ry) - m) / 2.0;
|
|
933
|
-
} else {
|
|
934
|
-
let h = 2.0 * m * n * sqrt(d);
|
|
935
|
-
let s = sign(q + h) * pow(abs(q + h), 1.0 / 3.0);
|
|
936
|
-
let u = sign(q - h) * pow(abs(q - h), 1.0 / 3.0);
|
|
937
|
-
let rx = -s - u - c * 4.0 + 2.0 * m2;
|
|
938
|
-
let ry = (s - u) * sqrt(3.0);
|
|
939
|
-
let rm = sqrt(rx * rx + ry * ry);
|
|
940
|
-
co = (ry / sqrt(rm - rx) + 2.0 * g / rm - m) / 2.0;
|
|
941
|
-
}
|
|
942
|
-
let r = ab * vec2f(co, sqrt(1.0 - co * co));
|
|
943
|
-
return length(r - p) * sign(p.y - r.y);
|
|
944
|
-
}`),
|
|
945
|
-
|
|
946
|
-
e("sdParabola", [], `
|
|
947
|
-
float sdParabola(vec2 pos, float k) {
|
|
948
|
-
pos.x = abs(pos.x);
|
|
949
|
-
float ik = 1.0 / k;
|
|
950
|
-
float p = ik * (pos.y - 0.5 * ik) / 3.0;
|
|
951
|
-
float q = 0.25 * ik * ik * pos.x;
|
|
952
|
-
float h = q * q - p * p * p;
|
|
953
|
-
float r = sqrt(abs(h));
|
|
954
|
-
float x = (h > 0.0)
|
|
955
|
-
? pow(q + r, 1.0 / 3.0) - pow(abs(q - r), 1.0 / 3.0) * sign(r - q)
|
|
956
|
-
: 2.0 * cos(atan(r / q) / 3.0) * sqrt(p);
|
|
957
|
-
return length(pos - vec2(x, k * x * x)) * sign(pos.x - x);
|
|
958
|
-
}`, `
|
|
959
|
-
fn sdParabola(posIn: vec2f, k: f32) -> f32 {
|
|
960
|
-
var pos = posIn;
|
|
961
|
-
pos.x = abs(pos.x);
|
|
962
|
-
let ik = 1.0 / k;
|
|
963
|
-
let p = ik * (pos.y - 0.5 * ik) / 3.0;
|
|
964
|
-
let q = 0.25 * ik * ik * pos.x;
|
|
965
|
-
let h = q * q - p * p * p;
|
|
966
|
-
let r = sqrt(abs(h));
|
|
967
|
-
var x: f32;
|
|
968
|
-
if (h > 0.0) { x = pow(q + r, 1.0 / 3.0) - pow(abs(q - r), 1.0 / 3.0) * sign(r - q); }
|
|
969
|
-
else { x = 2.0 * cos(atan(r / q) / 3.0) * sqrt(p); }
|
|
970
|
-
return length(pos - vec2f(x, k * x * x)) * sign(pos.x - x);
|
|
971
|
-
}`),
|
|
972
|
-
|
|
973
|
-
e("sdParabolaSegment", [], `
|
|
974
|
-
float sdParabolaSegment(vec2 pos, float wi, float he) {
|
|
975
|
-
pos.x = abs(pos.x);
|
|
976
|
-
float ik = wi * wi / he;
|
|
977
|
-
float p = ik * (he - pos.y - 0.5 * ik) / 3.0;
|
|
978
|
-
float q = pos.x * ik * ik * 0.25;
|
|
979
|
-
float h = q * q - p * p * p;
|
|
980
|
-
float r = sqrt(abs(h));
|
|
981
|
-
float x = (h > 0.0)
|
|
982
|
-
? pow(q + r, 1.0 / 3.0) - pow(abs(q - r), 1.0 / 3.0) * sign(r - q)
|
|
983
|
-
: 2.0 * cos(atan(r / q) / 3.0) * sqrt(p);
|
|
984
|
-
x = min(x, wi);
|
|
985
|
-
return length(pos - vec2(x, he - x * x / ik)) * sign(ik * (pos.y - he) + pos.x * pos.x);
|
|
986
|
-
}`, `
|
|
987
|
-
fn sdParabolaSegment(posIn: vec2f, wi: f32, he: f32) -> f32 {
|
|
988
|
-
var pos = posIn;
|
|
989
|
-
pos.x = abs(pos.x);
|
|
990
|
-
let ik = wi * wi / he;
|
|
991
|
-
let p = ik * (he - pos.y - 0.5 * ik) / 3.0;
|
|
992
|
-
let q = pos.x * ik * ik * 0.25;
|
|
993
|
-
let h = q * q - p * p * p;
|
|
994
|
-
let r = sqrt(abs(h));
|
|
995
|
-
var x: f32;
|
|
996
|
-
if (h > 0.0) { x = pow(q + r, 1.0 / 3.0) - pow(abs(q - r), 1.0 / 3.0) * sign(r - q); }
|
|
997
|
-
else { x = 2.0 * cos(atan(r / q) / 3.0) * sqrt(p); }
|
|
998
|
-
x = min(x, wi);
|
|
999
|
-
return length(pos - vec2f(x, he - x * x / ik)) * sign(ik * (pos.y - he) + pos.x * pos.x);
|
|
1000
|
-
}`),
|
|
1001
|
-
|
|
1002
|
-
e("sdBezier", [], `
|
|
1003
|
-
float sdBezier(vec2 pos, vec2 A, vec2 B, vec2 C) {
|
|
1004
|
-
vec2 a = B - A;
|
|
1005
|
-
vec2 b = A - 2.0 * B + C;
|
|
1006
|
-
vec2 c = a * 2.0;
|
|
1007
|
-
vec2 d = A - pos;
|
|
1008
|
-
float kk = 1.0 / dot(b, b);
|
|
1009
|
-
float kx = kk * dot(a, b);
|
|
1010
|
-
float ky = kk * (2.0 * dot(a, a) + dot(d, b)) / 3.0;
|
|
1011
|
-
float kz = kk * dot(d, a);
|
|
1012
|
-
float res = 0.0;
|
|
1013
|
-
float p = ky - kx * kx;
|
|
1014
|
-
float p3 = p * p * p;
|
|
1015
|
-
float q = kx * (2.0 * kx * kx - 3.0 * ky) + kz;
|
|
1016
|
-
float h = q * q + 4.0 * p3;
|
|
1017
|
-
if (h >= 0.0) {
|
|
1018
|
-
h = sqrt(h);
|
|
1019
|
-
vec2 x = (vec2(h, -h) - q) * 0.5;
|
|
1020
|
-
vec2 uv = sign(x) * pow(abs(x), vec2(1.0 / 3.0, 1.0 / 3.0));
|
|
1021
|
-
float t = clamp(uv.x + uv.y - kx, 0.0, 1.0);
|
|
1022
|
-
res = dot(d + (c + b * t) * t, d + (c + b * t) * t);
|
|
1023
|
-
} else {
|
|
1024
|
-
float z = sqrt(-p);
|
|
1025
|
-
float v = acos(q / (p * z * 2.0)) / 3.0;
|
|
1026
|
-
float m = cos(v);
|
|
1027
|
-
float n = sin(v) * 1.732050808;
|
|
1028
|
-
vec3 t = clamp(vec3(m + m, -n - m, n - m) * z - kx, 0.0, 1.0);
|
|
1029
|
-
res = min(dot(d + (c + b * t.x) * t.x, d + (c + b * t.x) * t.x),
|
|
1030
|
-
dot(d + (c + b * t.y) * t.y, d + (c + b * t.y) * t.y));
|
|
1031
|
-
}
|
|
1032
|
-
return sqrt(res);
|
|
1033
|
-
}`, `
|
|
1034
|
-
fn sdBezier(pos: vec2f, A: vec2f, B: vec2f, C: vec2f) -> f32 {
|
|
1035
|
-
let a = B - A;
|
|
1036
|
-
let b = A - 2.0 * B + C;
|
|
1037
|
-
let c = a * 2.0;
|
|
1038
|
-
let d = A - pos;
|
|
1039
|
-
let kk = 1.0 / dot(b, b);
|
|
1040
|
-
let kx = kk * dot(a, b);
|
|
1041
|
-
let ky = kk * (2.0 * dot(a, a) + dot(d, b)) / 3.0;
|
|
1042
|
-
let kz = kk * dot(d, a);
|
|
1043
|
-
var res = 0.0;
|
|
1044
|
-
let p = ky - kx * kx;
|
|
1045
|
-
let p3 = p * p * p;
|
|
1046
|
-
let q = kx * (2.0 * kx * kx - 3.0 * ky) + kz;
|
|
1047
|
-
var h = q * q + 4.0 * p3;
|
|
1048
|
-
if (h >= 0.0) {
|
|
1049
|
-
h = sqrt(h);
|
|
1050
|
-
let x = (vec2f(h, -h) - q) * 0.5;
|
|
1051
|
-
let uv = sign(x) * pow(abs(x), vec2f(1.0 / 3.0, 1.0 / 3.0));
|
|
1052
|
-
let t = clamp(uv.x + uv.y - kx, 0.0, 1.0);
|
|
1053
|
-
res = dot(d + (c + b * t) * t, d + (c + b * t) * t);
|
|
1054
|
-
} else {
|
|
1055
|
-
let z = sqrt(-p);
|
|
1056
|
-
let v = acos(q / (p * z * 2.0)) / 3.0;
|
|
1057
|
-
let m = cos(v);
|
|
1058
|
-
let n = sin(v) * 1.732050808;
|
|
1059
|
-
let t = clamp(vec3f(m + m, -n - m, n - m) * z - kx, vec3f(0.0), vec3f(1.0));
|
|
1060
|
-
res = min(dot(d + (c + b * t.x) * t.x, d + (c + b * t.x) * t.x),
|
|
1061
|
-
dot(d + (c + b * t.y) * t.y, d + (c + b * t.y) * t.y));
|
|
1062
|
-
}
|
|
1063
|
-
return sqrt(res);
|
|
1064
|
-
}`),
|
|
1065
|
-
|
|
1066
|
-
e("sdBlobbyCross", [], `
|
|
1067
|
-
float sdBlobbyCross(vec2 pos, float he) {
|
|
1068
|
-
pos = abs(pos);
|
|
1069
|
-
pos = vec2(abs(pos.x - pos.y), 1.0 - pos.x - pos.y) / sqrt(2.0);
|
|
1070
|
-
float p = (he - pos.y - 0.25 / he) / (6.0 * he);
|
|
1071
|
-
float q = pos.x / (he * he * 16.0);
|
|
1072
|
-
float h = q * q - p * p * p;
|
|
1073
|
-
float x;
|
|
1074
|
-
if (h > 0.0) {
|
|
1075
|
-
float r = sqrt(h);
|
|
1076
|
-
x = pow(q + r, 1.0 / 3.0) - pow(abs(q - r), 1.0 / 3.0) * sign(r - q);
|
|
1077
|
-
} else {
|
|
1078
|
-
float r = sqrt(p);
|
|
1079
|
-
x = 2.0 * r * cos(acos(q / (p * r)) / 3.0);
|
|
1080
|
-
}
|
|
1081
|
-
x = min(x, sqrt(2.0) / 2.0);
|
|
1082
|
-
vec2 z = vec2(x, he * (1.0 - 2.0 * x * x)) - pos;
|
|
1083
|
-
return length(z) * sign(z.y);
|
|
1084
|
-
}`, `
|
|
1085
|
-
fn sdBlobbyCross(posIn: vec2f, he: f32) -> f32 {
|
|
1086
|
-
var pos = abs(posIn);
|
|
1087
|
-
pos = vec2f(abs(pos.x - pos.y), 1.0 - pos.x - pos.y) / sqrt(2.0);
|
|
1088
|
-
let p = (he - pos.y - 0.25 / he) / (6.0 * he);
|
|
1089
|
-
let q = pos.x / (he * he * 16.0);
|
|
1090
|
-
let h = q * q - p * p * p;
|
|
1091
|
-
var x: f32;
|
|
1092
|
-
if (h > 0.0) {
|
|
1093
|
-
let r = sqrt(h);
|
|
1094
|
-
x = pow(q + r, 1.0 / 3.0) - pow(abs(q - r), 1.0 / 3.0) * sign(r - q);
|
|
1095
|
-
} else {
|
|
1096
|
-
let r = sqrt(p);
|
|
1097
|
-
x = 2.0 * r * cos(acos(q / (p * r)) / 3.0);
|
|
1098
|
-
}
|
|
1099
|
-
x = min(x, sqrt(2.0) / 2.0);
|
|
1100
|
-
let z = vec2f(x, he * (1.0 - 2.0 * x * x)) - pos;
|
|
1101
|
-
return length(z) * sign(z.y);
|
|
1102
|
-
}`),
|
|
1103
|
-
|
|
1104
|
-
e("sdTunnel", [], `
|
|
1105
|
-
float sdTunnel(vec2 p, vec2 wh) {
|
|
1106
|
-
p.x = abs(p.x);
|
|
1107
|
-
p.y = -p.y;
|
|
1108
|
-
vec2 q = p - wh;
|
|
1109
|
-
float d1 = dot(vec2(max(q.x, 0.0), q.y), vec2(max(q.x, 0.0), q.y));
|
|
1110
|
-
q.x = (p.y > 0.0) ? q.x : length(p) - wh.x;
|
|
1111
|
-
float d2 = dot(vec2(q.x, max(q.y, 0.0)), vec2(q.x, max(q.y, 0.0)));
|
|
1112
|
-
float d = sqrt(min(d1, d2));
|
|
1113
|
-
return (max(q.x, q.y) < 0.0) ? -d : d;
|
|
1114
|
-
}`, `
|
|
1115
|
-
fn sdTunnel(pIn: vec2f, wh: vec2f) -> f32 {
|
|
1116
|
-
var p = pIn;
|
|
1117
|
-
p.x = abs(p.x);
|
|
1118
|
-
p.y = -p.y;
|
|
1119
|
-
var q = p - wh;
|
|
1120
|
-
let d1 = dot(vec2f(max(q.x, 0.0), q.y), vec2f(max(q.x, 0.0), q.y));
|
|
1121
|
-
q.x = select(length(p) - wh.x, q.x, p.y > 0.0);
|
|
1122
|
-
let d2 = dot(vec2f(q.x, max(q.y, 0.0)), vec2f(q.x, max(q.y, 0.0)));
|
|
1123
|
-
let d = sqrt(min(d1, d2));
|
|
1124
|
-
return select(d, -d, max(q.x, q.y) < 0.0);
|
|
1125
|
-
}`),
|
|
1126
|
-
|
|
1127
|
-
e("sdStairs", [], `
|
|
1128
|
-
float sdStairs(vec2 p, vec2 wh, float n) {
|
|
1129
|
-
vec2 ba = wh * n;
|
|
1130
|
-
float d = min(dot(p - vec2(clamp(p.x, 0.0, ba.x), 0.0), p - vec2(clamp(p.x, 0.0, ba.x), 0.0)),
|
|
1131
|
-
dot(p - vec2(ba.x, clamp(p.y, 0.0, ba.y)), p - vec2(ba.x, clamp(p.y, 0.0, ba.y))));
|
|
1132
|
-
float s = sign(max(-p.y, p.x - ba.x));
|
|
1133
|
-
float dia = length(wh);
|
|
1134
|
-
p = vec2(p.x * wh.x + p.y * wh.y, -p.x * wh.y + p.y * wh.x) / dia;
|
|
1135
|
-
float id = clamp(round(p.x / dia), 0.0, n - 1.0);
|
|
1136
|
-
p.x = p.x - id * dia;
|
|
1137
|
-
p = vec2(p.x * wh.x - p.y * wh.y, p.x * wh.y + p.y * wh.x) / dia;
|
|
1138
|
-
float hh = wh.y / 2.0;
|
|
1139
|
-
p.y -= hh;
|
|
1140
|
-
if (p.y > hh * sign(p.x)) s = 1.0;
|
|
1141
|
-
p = (id < 0.5 || p.x > 0.0) ? p : -p;
|
|
1142
|
-
d = min(d, dot(p - vec2(0.0, clamp(p.y, -hh, hh)), p - vec2(0.0, clamp(p.y, -hh, hh))));
|
|
1143
|
-
d = min(d, dot(p - vec2(clamp(p.x, 0.0, wh.x), hh), p - vec2(clamp(p.x, 0.0, wh.x), hh)));
|
|
1144
|
-
return sqrt(d) * s;
|
|
1145
|
-
}`, `
|
|
1146
|
-
fn sdStairs(pIn: vec2f, wh: vec2f, n: f32) -> f32 {
|
|
1147
|
-
var p = pIn;
|
|
1148
|
-
let ba = wh * n;
|
|
1149
|
-
var d = min(dot(p - vec2f(clamp(p.x, 0.0, ba.x), 0.0), p - vec2f(clamp(p.x, 0.0, ba.x), 0.0)),
|
|
1150
|
-
dot(p - vec2f(ba.x, clamp(p.y, 0.0, ba.y)), p - vec2f(ba.x, clamp(p.y, 0.0, ba.y))));
|
|
1151
|
-
var s = sign(max(-p.y, p.x - ba.x));
|
|
1152
|
-
let dia = length(wh);
|
|
1153
|
-
p = vec2f(p.x * wh.x + p.y * wh.y, -p.x * wh.y + p.y * wh.x) / dia;
|
|
1154
|
-
let id = clamp(round(p.x / dia), 0.0, n - 1.0);
|
|
1155
|
-
p.x = p.x - id * dia;
|
|
1156
|
-
p = vec2f(p.x * wh.x - p.y * wh.y, p.x * wh.y + p.y * wh.x) / dia;
|
|
1157
|
-
let hh = wh.y / 2.0;
|
|
1158
|
-
p.y -= hh;
|
|
1159
|
-
if (p.y > hh * sign(p.x)) { s = 1.0; }
|
|
1160
|
-
p = select(-p, p, id < 0.5 || p.x > 0.0);
|
|
1161
|
-
d = min(d, dot(p - vec2f(0.0, clamp(p.y, -hh, hh)), p - vec2f(0.0, clamp(p.y, -hh, hh))));
|
|
1162
|
-
d = min(d, dot(p - vec2f(clamp(p.x, 0.0, wh.x), hh), p - vec2f(clamp(p.x, 0.0, wh.x), hh)));
|
|
1163
|
-
return sqrt(d) * s;
|
|
1164
|
-
}`),
|
|
1165
|
-
|
|
1166
|
-
e("sdQuadraticCircle", [], `
|
|
1167
|
-
float sdQuadraticCircle(vec2 p) {
|
|
1168
|
-
p = abs(p);
|
|
1169
|
-
if (p.y > p.x) p = p.yx;
|
|
1170
|
-
float a = p.x - p.y;
|
|
1171
|
-
float b = p.x + p.y;
|
|
1172
|
-
float c = (2.0 * b - 1.0) / 3.0;
|
|
1173
|
-
float h = a * a + c * c * c;
|
|
1174
|
-
float t;
|
|
1175
|
-
if (h >= 0.0) {
|
|
1176
|
-
h = sqrt(h);
|
|
1177
|
-
t = sign(h - a) * pow(abs(h - a), 1.0 / 3.0) - pow(h + a, 1.0 / 3.0);
|
|
1178
|
-
} else {
|
|
1179
|
-
float z = sqrt(-c);
|
|
1180
|
-
float v = acos(a / (c * z)) / 3.0;
|
|
1181
|
-
t = -z * (cos(v) + sin(v) * 1.732050808);
|
|
1182
|
-
}
|
|
1183
|
-
t *= 0.5;
|
|
1184
|
-
vec2 w = vec2(-t, t) + 0.75 - t * t - p;
|
|
1185
|
-
return length(w) * sign(a * a * 0.5 + b - 1.5);
|
|
1186
|
-
}`, `
|
|
1187
|
-
fn sdQuadraticCircle(pIn: vec2f) -> f32 {
|
|
1188
|
-
var p = abs(pIn);
|
|
1189
|
-
if (p.y > p.x) { p = p.yx; }
|
|
1190
|
-
let a = p.x - p.y;
|
|
1191
|
-
let b = p.x + p.y;
|
|
1192
|
-
let c = (2.0 * b - 1.0) / 3.0;
|
|
1193
|
-
var h = a * a + c * c * c;
|
|
1194
|
-
var t: f32;
|
|
1195
|
-
if (h >= 0.0) {
|
|
1196
|
-
h = sqrt(h);
|
|
1197
|
-
t = sign(h - a) * pow(abs(h - a), 1.0 / 3.0) - pow(h + a, 1.0 / 3.0);
|
|
1198
|
-
} else {
|
|
1199
|
-
let z = sqrt(-c);
|
|
1200
|
-
let v = acos(a / (c * z)) / 3.0;
|
|
1201
|
-
t = -z * (cos(v) + sin(v) * 1.732050808);
|
|
1202
|
-
}
|
|
1203
|
-
t *= 0.5;
|
|
1204
|
-
let w = vec2f(-t, t) + 0.75 - t * t - p;
|
|
1205
|
-
return length(w) * sign(a * a * 0.5 + b - 1.5);
|
|
1206
|
-
}`),
|
|
1207
|
-
|
|
1208
|
-
e("sdHyberbola", [], `
|
|
1209
|
-
float sdHyberbola(vec2 p, float k, float he) {
|
|
1210
|
-
p = abs(p);
|
|
1211
|
-
p = vec2(p.x - p.y, p.x + p.y) / sqrt(2.0);
|
|
1212
|
-
float x2 = p.x * p.x / 16.0;
|
|
1213
|
-
float y2 = p.y * p.y / 16.0;
|
|
1214
|
-
float r = k * (4.0 * k - p.x * p.y) / 12.0;
|
|
1215
|
-
float q = (x2 - y2) * k * k;
|
|
1216
|
-
float h = q * q + r * r * r;
|
|
1217
|
-
float u;
|
|
1218
|
-
if (h < 0.0) {
|
|
1219
|
-
float m = sqrt(-r);
|
|
1220
|
-
u = m * cos(acos(q / (r * m)) / 3.0);
|
|
1221
|
-
} else {
|
|
1222
|
-
float m = pow(sqrt(h) - q, 1.0 / 3.0);
|
|
1223
|
-
u = (m - r / m) / 2.0;
|
|
1224
|
-
}
|
|
1225
|
-
float w = sqrt(u + x2);
|
|
1226
|
-
float b = k * p.y - x2 * p.x * 2.0;
|
|
1227
|
-
float t = p.x / 4.0 - w + sqrt(2.0 * x2 - u + b / w / 4.0);
|
|
1228
|
-
t = max(t, sqrt(he * he * 0.5 + k) - he / sqrt(2.0));
|
|
1229
|
-
return length(p - vec2(t, k / t)) * sign(p.x * p.y < k ? 1.0 : -1.0);
|
|
1230
|
-
}`, `
|
|
1231
|
-
fn sdHyberbola(pIn: vec2f, k: f32, he: f32) -> f32 {
|
|
1232
|
-
var p = abs(pIn);
|
|
1233
|
-
p = vec2f(p.x - p.y, p.x + p.y) / sqrt(2.0);
|
|
1234
|
-
let x2 = p.x * p.x / 16.0;
|
|
1235
|
-
let y2 = p.y * p.y / 16.0;
|
|
1236
|
-
let r = k * (4.0 * k - p.x * p.y) / 12.0;
|
|
1237
|
-
let q = (x2 - y2) * k * k;
|
|
1238
|
-
let h = q * q + r * r * r;
|
|
1239
|
-
var u: f32;
|
|
1240
|
-
if (h < 0.0) {
|
|
1241
|
-
let m = sqrt(-r);
|
|
1242
|
-
u = m * cos(acos(q / (r * m)) / 3.0);
|
|
1243
|
-
} else {
|
|
1244
|
-
let m = pow(sqrt(h) - q, 1.0 / 3.0);
|
|
1245
|
-
u = (m - r / m) / 2.0;
|
|
1246
|
-
}
|
|
1247
|
-
let w = sqrt(u + x2);
|
|
1248
|
-
let b = k * p.y - x2 * p.x * 2.0;
|
|
1249
|
-
var t = p.x / 4.0 - w + sqrt(2.0 * x2 - u + b / w / 4.0);
|
|
1250
|
-
t = max(t, sqrt(he * he * 0.5 + k) - he / sqrt(2.0));
|
|
1251
|
-
return length(p - vec2f(t, k / t)) * sign(select(-1.0, 1.0, p.x * p.y < k));
|
|
1252
|
-
}`),
|
|
1253
|
-
|
|
1254
|
-
e("sdCoolS", ["sd_util"], `
|
|
1255
|
-
float sdCoolS(vec2 p) {
|
|
1256
|
-
float six = (p.y < 0.0) ? -p.x : p.x;
|
|
1257
|
-
p.x = abs(p.x);
|
|
1258
|
-
p.y = abs(p.y) - 0.2;
|
|
1259
|
-
float rex = p.x - min(round(p.x / 0.4), 0.4);
|
|
1260
|
-
float aby = abs(p.y - 0.2) - 0.6;
|
|
1261
|
-
float d = dot2(vec2(six, -p.y) - clamp(0.5 * (six - p.y), 0.0, 0.2));
|
|
1262
|
-
d = min(d, dot2(vec2(p.x, -aby) - clamp(0.5 * (p.x - aby), 0.0, 0.4)));
|
|
1263
|
-
d = min(d, dot2(vec2(rex, p.y - clamp(p.y, 0.0, 0.4))));
|
|
1264
|
-
float s = 2.0 * p.x + aby + abs(aby + 0.4) - 0.4;
|
|
1265
|
-
return sqrt(d) * sign(s);
|
|
1266
|
-
}`, `
|
|
1267
|
-
fn sdCoolS(pIn: vec2f) -> f32 {
|
|
1268
|
-
var p = pIn;
|
|
1269
|
-
let six = select(p.x, -p.x, p.y < 0.0);
|
|
1270
|
-
p.x = abs(p.x);
|
|
1271
|
-
p.y = abs(p.y) - 0.2;
|
|
1272
|
-
let rex = p.x - min(round(p.x / 0.4), 0.4);
|
|
1273
|
-
let aby = abs(p.y - 0.2) - 0.6;
|
|
1274
|
-
var d = dot2(vec2f(six, -p.y) - clamp(0.5 * (six - p.y), 0.0, 0.2));
|
|
1275
|
-
d = min(d, dot2(vec2f(p.x, -aby) - clamp(0.5 * (p.x - aby), 0.0, 0.4)));
|
|
1276
|
-
d = min(d, dot2(vec2f(rex, p.y - clamp(p.y, 0.0, 0.4))));
|
|
1277
|
-
let s = 2.0 * p.x + aby + abs(aby + 0.4) - 0.4;
|
|
1278
|
-
return sqrt(d) * sign(s);
|
|
1279
|
-
}`),
|
|
1280
|
-
|
|
1281
|
-
e("sdCircleWave", ["sd_util"], `
|
|
1282
|
-
float sdCircleWave(vec2 p, float tb, float ra) {
|
|
1283
|
-
tb = 3.1415927 * 5.0 / 6.0 * max(tb, 0.0001);
|
|
1284
|
-
vec2 co = ra * vec2(sin(tb), cos(tb));
|
|
1285
|
-
p.x = abs(mod(p.x, co.x * 4.0) - co.x * 2.0);
|
|
1286
|
-
vec2 p1 = p;
|
|
1287
|
-
vec2 p2 = vec2(abs(p.x - 2.0 * co.x), -p.y + 2.0 * co.y);
|
|
1288
|
-
float d1 = ((co.y * p1.x > co.x * p1.y) ? length(p1 - co) : abs(length(p1) - ra));
|
|
1289
|
-
float d2 = ((co.y * p2.x > co.x * p2.y) ? length(p2 - co) : abs(length(p2) - ra));
|
|
1290
|
-
return min(d1, d2);
|
|
1291
|
-
}`, `
|
|
1292
|
-
fn sdCircleWave(pIn: vec2f, tbIn: f32, ra: f32) -> f32 {
|
|
1293
|
-
let tb = 3.1415927 * 5.0 / 6.0 * max(tbIn, 0.0001);
|
|
1294
|
-
let co = ra * vec2f(sin(tb), cos(tb));
|
|
1295
|
-
var p = pIn;
|
|
1296
|
-
p.x = abs(glslMod(p.x, co.x * 4.0) - co.x * 2.0);
|
|
1297
|
-
let p1 = p;
|
|
1298
|
-
let p2 = vec2f(abs(p.x - 2.0 * co.x), -p.y + 2.0 * co.y);
|
|
1299
|
-
let d1 = select(abs(length(p1) - ra), length(p1 - co), co.y * p1.x > co.x * p1.y);
|
|
1300
|
-
let d2 = select(abs(length(p2) - ra), length(p2 - co), co.y * p2.x > co.x * p2.y);
|
|
1301
|
-
return min(d1, d2);
|
|
1302
|
-
}`),
|
|
1303
|
-
]
|