LYGIA Shader Library

opElongate (lygia/sdf/opElongate)

elongate operation of two SDFs

Use:

<vec4> opElongate( in <vec3> p, in <vec3> h )

Check it on Github


#ifndef FNC_OPELONGATE
#define FNC_OPELONGATE

vec2 opElongate( in vec2 p, in vec2 h ) {
    return p-clamp(p,-h,h); 
}

vec3 opElongate( in vec3 p, in vec3 h ) {
    return p-clamp(p,-h,h); 
}

vec4 opElongate( in vec4 p, in vec4 h ) {
    vec3 q = abs(p)-h;
    return vec4( max(q,0.0), min(max(q.x,max(q.y,q.z)), 0.0) );
}

#endif


Use:

<float4> opElongate( in <float3> p, in <float3> h )

Check it on Github


#ifndef FNC_OPELONGATE
#define FNC_OPELONGATE

float2 opElongate( in float2 p, in float2 h ) {
    return p-clamp(p,-h,h); 
}

float3 opElongate( in float3 p, in float3 h ) {
    return p-clamp(p,-h,h); 
}

float4 opElongate( in float4 p, in float4 h ) {
    float3 q = abs(p)-h;
    return float4( max(q,0.0), min(max(q.x,max(q.y,q.z)), 0.0) );
}

#endif


Use:

<float4> opElongate( <float3> p, <float3> h )

Check it on Github


#ifndef FNC_OPELONGATE
#define FNC_OPELONGATE

float2 opElongate( float2 p, float2 h ) {
    return p-clamp(p,-h,h); 
}

float3 opElongate( float3 p, float3 h ) {
    return p-clamp(p,-h,h); 
}

float4 opElongate( float4 p, float4 h ) {
    float3 q = abs(p)-h;
    return float4( max(q,0.0), min(max(q.x,max(q.y,q.z)), 0.0) );
}

#endif


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