lygia
/sdf
/boxSDF
)generate the SDF of a box
Use:
<float> boxSDF( in <vec3> pos [, in <vec3> borders ] )
#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 ] )
#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 ] )
#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
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)));
}
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