lygia
/v1.1.6
/sample
/3DSdf
)Use a 2D texture as to encode a 3D SDF (Signed Distance Field) function
Dependencies:
lygia
/v1.1.6
/sample
/2DCube
.glsl
lygia
/v1.1.6
/space
/scale
.glsl
lygia
/v1.1.6
/sdf
/boxSDF
.glsl
lygia
/v1.1.6
/sdf
/opIntersection
.glsl
Use:
<vecSAMPLE3DSDF_TYPE4> sample3DSdf(in <SAMPLER_TYPE> lut, in <vec3> xyz)
#ifndef SAMPLE3DSDF_TYPE
#define SAMPLE3DSDF_TYPE float
#endif
#ifndef SAMPLE3DSDF_FNC
#define SAMPLE3DSDF_FNC(TEX, POS) sample2DCube(TEX, POS).r
#endif
#ifndef FNC_SAMPLE3DSDF
#define FNC_SAMPLE3DSDF
SAMPLE3DSDF_TYPE sample3DSdf(SAMPLER_TYPE tex, vec3 pos) {
pos += 0.5;
pos = scale(pos, 0.5);
SAMPLE3DSDF_TYPE sdf = (SAMPLE3DSDF_FNC(tex, pos) * 2.0 - 1.0) * 1.5;
return opIntersection( boxSDF(pos - 0.5, vec3(0.5)), sdf);
}
#endif
Dependencies:
lygia
/v1.1.6
/sample
/2DCube
.glsl
lygia
/v1.1.6
/space
/scale
.glsl
lygia
/v1.1.6
/sdf
/boxSDF
.glsl
lygia
/v1.1.6
/sdf
/opIntersection
.glsl
#ifndef FNC_SAMPLE3DSDF
#define FNC_SAMPLE3DSDF
float sample3DSdf(SAMPLER_TYPE tex, float3 pos) {
pos += .5;
pos = scale(pos, .5);
float sdf = (sample2DCube(tex, pos).r * 2.0 - 1.0) * 1.5;
return opIntersection( boxSDF(pos - 0.5, float3(.5, .5, .5)), sdf);
}
#endif
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