LYGIA Shader Library

opIntersection (lygia/sdf/opIntersection)

intersection operation of two SDFs

Dependencies:

Use:

<float> opIntersection( in <float> d1, in <float> d2 [, <float> smooth_factor] )

Check it on Github



#ifndef FNC_OPINTERSECTION
#define FNC_OPINTERSECTION

float opIntersection( float d1, float d2 ) { return max(d1,d2); }

Material opIntersection(Material d1, Material d2) {
    if (d1.sdf > d2.sdf){
        return d1;
    } else {
        return d2;
    }
}

float opIntersection( float d1, float d2, float k ) {
    float h = saturate( 0.5 - 0.5*(d2-d1)/k );
    return mix( d2, d1, h ) + k*h*(1.0-h); 
}

#endif

Dependencies:

Use:

<float> opIntersection( in <float> d1, in <float> d2 [, <float> smooth_factor] )

Check it on Github



#ifndef FNC_OPINTERSECTION
#define FNC_OPINTERSECTION

float opIntersection( float d1, float d2 ) { return max(d1,d2); }

Material opIntersection(Material d1, Material d2)
{
    if (d1.sdf > d2.sdf){
        return d1;
    } else {
        return d2;
    }
}

float opIntersection( float d1, float d2, float k ) {
    float h = saturate( 0.5 - 0.5*(d2-d1)/k );
    return lerp( d2, d1, h ) + k*h*(1.0-h); 
}

#endif

Dependencies:

Use:

<float> opIntersection( <float> d1, <float> d2 [, <float> smooth_factor] )

Check it on Github



#ifndef FNC_OPINTERSECTION
#define FNC_OPINTERSECTION

float opIntersection( float d1, float d2 ) { return max(d1,d2); }

float opIntersection( float d1, float d2, float k ) {
    float h = saturate( 0.5 - 0.5*(d2-d1)/k );
    return mix( d2, d1, h ) + k*h*(1.0-h); 
}

#endif

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