lygia
/lighting
/raymarch
/normal
)Calculate normals http://iquilezles.org/www/articles/normalsSDF/normalsSDF.htm
Dependencies:
Use:
<float> raymarchNormal( in <vec3> pos )
#ifndef RAYMARCH_NORMAL_OFFSET
#define RAYMARCH_NORMAL_OFFSET 0.0001
#endif
#ifndef FNC_RAYMARCH_NORMAL
#define FNC_RAYMARCH_NORMAL
vec3 raymarchNormal(vec3 pos, vec2 pixel) {
vec2 offset = vec2(1.0, -1.0) * pixel;
return normalize( offset.xyy * RAYMARCH_MAP_FNC( pos + offset.xyy ).sdf +
offset.yyx * RAYMARCH_MAP_FNC( pos + offset.yyx ).sdf +
offset.yxy * RAYMARCH_MAP_FNC( pos + offset.yxy ).sdf +
offset.xxx * RAYMARCH_MAP_FNC( pos + offset.xxx ).sdf );
}
vec3 raymarchNormal(vec3 pos, float e) {
vec2 offset = vec2(1.0, -1.0) * e;
return normalize( offset.xyy * RAYMARCH_MAP_FNC( pos + offset.xyy ).sdf +
offset.yyx * RAYMARCH_MAP_FNC( pos + offset.yyx ).sdf +
offset.yxy * RAYMARCH_MAP_FNC( pos + offset.yxy ).sdf +
offset.xxx * RAYMARCH_MAP_FNC( pos + offset.xxx ).sdf );
}
vec3 raymarchNormal( in vec3 pos ) {
return raymarchNormal(pos, RAYMARCH_NORMAL_OFFSET);
}
#endif
Dependencies:
Use:
<float> raymarchNormal( in <float3> pos )
#ifndef RAYMARCH_NORMAL_OFFSET
#define RAYMARCH_NORMAL_OFFSET 0.0001
#endif
#ifndef FNC_RAYMARCH_NORMAL
#define FNC_RAYMARCH_NORMAL
float3 raymarchNormal(float3 pos, float2 pixel) {
float2 offset = float2(1.0, -1.0) * pixel;
return normalize( offset.xyy * RAYMARCH_MAP_FNC(pos + offset.xyy).sdf +
offset.yyx * RAYMARCH_MAP_FNC(pos + offset.yyx).sdf +
offset.yxy * RAYMARCH_MAP_FNC(pos + offset.yxy).sdf +
offset.xxx * RAYMARCH_MAP_FNC(pos + offset.xxx).sdf);
}
float3 raymarchNormal(float3 pos, float e) {
const float2 offset = float2(1.0, -1.0) * e;
return normalize(offset.xyy * RAYMARCH_MAP_FNC(pos + offset.xyy).sdf +
offset.yyx * RAYMARCH_MAP_FNC(pos + offset.yyx).sdf +
offset.yxy * RAYMARCH_MAP_FNC(pos + offset.yxy).sdf +
offset.xxx * RAYMARCH_MAP_FNC(pos + offset.xxx).sdf);
}
float3 raymarchNormal( in float3 pos ) {
return raymarchNormal(pos, RAYMARCH_NORMAL_OFFSET);
}
#endif
// #include "map.wgls"
fn raymarchNormal( pos: vec3f ) -> vec3f {
let eps = 0.002;
let v1 = vec3f( 1.0,-1.0,-1.0);
let v2 = vec3f(-1.0,-1.0, 1.0);
let v3 = vec3f(-1.0, 1.0,-1.0);
let v4 = vec3f( 1.0, 1.0, 1.0);
return normalize( v1 * map( pos + v1 * eps ) +
v2 * map( pos + v2 * eps ) +
v3 * map( pos + v3 * eps ) +
v4 * map( pos + v4 * eps ) );
}
Dependencies:
Use:
<float> raymarchNormal( in <float3> pos )
#ifndef RAYMARCH_MAP_FNC
#define RAYMARCH_MAP_FNC(POS) raymarchMap(POS)
#endif
#ifndef RAYMARCH_MAP_DISTANCE
#define RAYMARCH_MAP_DISTANCE w
#endif
#ifndef FNC_RAYMARCH_NORMAL
#define FNC_RAYMARCH_NORMAL
inline __host__ __device__ float3 raymarchNormal(const float3& pos, float2 pixel) {
float2 offset = make_float2(1.0f, -1.0f) * pixel;
float3 offset_xyy = make_float3(offset.x, offset.y, offset.y);
float3 offset_yyx = make_float3(offset.y, offset.y, offset.x);
float3 offset_yxy = make_float3(offset.y, offset.x, offset.y);
float3 offset_xxx = make_float3(offset.x, offset.x, offset.x);
return normalize( offset_xyy * RAYMARCH_MAP_FNC( pos + offset_xyy ).RAYMARCH_MAP_DISTANCE +
offset_yyx * RAYMARCH_MAP_FNC( pos + offset_yyx ).RAYMARCH_MAP_DISTANCE +
offset_yxy * RAYMARCH_MAP_FNC( pos + offset_yxy ).RAYMARCH_MAP_DISTANCE +
offset_xxx * RAYMARCH_MAP_FNC( pos + offset_xxx ).RAYMARCH_MAP_DISTANCE );
}
inline __host__ __device__ float3 raymarchNormal(const float3& pos, float e) {
const float2 offset = make_float2(1.0f, -1.0f) * e;
float3 offset_xyy = make_float3(offset.x, offset.y, offset.y);
float3 offset_yyx = make_float3(offset.y, offset.y, offset.x);
float3 offset_yxy = make_float3(offset.y, offset.x, offset.y);
float3 offset_xxx = make_float3(offset.x, offset.x, offset.x);
return normalize( offset_xyy * RAYMARCH_MAP_FNC( pos + offset_xyy ).RAYMARCH_MAP_DISTANCE +
offset_yyx * RAYMARCH_MAP_FNC( pos + offset_yyx ).RAYMARCH_MAP_DISTANCE +
offset_yxy * RAYMARCH_MAP_FNC( pos + offset_yxy ).RAYMARCH_MAP_DISTANCE +
offset_xxx * RAYMARCH_MAP_FNC( pos + offset_xxx ).RAYMARCH_MAP_DISTANCE );
}
inline __host__ __device__ float3 raymarchNormal(const float3& pos) {
return raymarchNormal(pos, 0.5773f * 0.0005f);
}
#endif
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