LYGIA Shader Library

boxSDF (lygia/sdf/boxSDF)

generate the SDF of a box

Use:

<float> boxSDF( in <vec3> pos [, in <vec3> borders ] )

Check it on Github


#ifndef FNC_BOXSDF
#define FNC_BOXSDF

float boxSDF( vec3 p ) {
    vec3 d = abs(p);
    return min(max(d.x,max(d.y,d.z)),0.0) + length(max(d,0.0));
}

float boxSDF( vec3 p, vec3 b ) {
    vec3 d = abs(p) - b;
    return min(max(d.x,max(d.y,d.z)),0.0) + length(max(d,0.0));
}

#endif

Use:

<float> boxSDF( in <float3> pos [, in <float3> borders ] )

Check it on Github


#ifndef FNC_BOXSDF
#define FNC_BOXSDF

float boxSDF( float3 p ) {
    float3 d = abs(p);
    return min(max(d.x,max(d.y,d.z)),0.0) + length(max(d,0.0));
}

float boxSDF( float3 p, float3 b ) {
    float3 d = abs(p) - b;
    return min(max(d.x,max(d.y,d.z)),0.0) + length(max(d,0.0));
}

#endif

Use:

<float> boxSDF( <float3> pos [, <float3> borders ] )

Check it on Github


#ifndef FNC_BOXSDF
#define FNC_BOXSDF

float boxSDF( float3 p ) {
    float3 d = abs(p);
    return min(max(d.x,max(d.y,d.z)),0.0) + length(max(d,0.0));
}

float boxSDF( float3 p, float3 b ) {
    float3 d = abs(p) - b;
    return min(max(d.x,max(d.y,d.z)),0.0) + length(max(d,0.0));
}

#endif

Check it on Github


fn boxSDF( p: vec3f, b: vec3f ) -> f32 {
    let d = abs(p) - b;
    return min(max(d.x,max(d.y,d.z)),0.0) + length(vec3f(max(d.x, 0.0), max(d.y, 0.0), max(d.z, 0.0)));
}

LYGIA is dual-licensed under the Prosperity License and the Patron License for sponsors and contributors.

Sponsors and contributors are automatically added to the Patron License and they can ignore the any non-commercial rule of the Prosperity Licensed software (please take a look to the exception).

It's also possible to get a permanent comercial license hook to a single and specific version of LYGIA.

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