40 lines
No EOL
1.4 KiB
HLSL
40 lines
No EOL
1.4 KiB
HLSL
#include "2DCube.hlsl"
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#include "../space/scale.hlsl"
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#include "../sdf/boxSDF.hlsl"
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#include "../sdf/opIntersection.hlsl"
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/*
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contributors: Patricio Gonzalez Vivo
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description: Use a 2D texture as to encode a 3D SDF (Signed Distance Field) function
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use: <vecSAMPLE3DSDF_TYPE4> sample3DSdf(in <SAMPLER_TYPE> lut, in <float3> xyz)
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options:
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- SAMPLER_FNC(TEX, UV): optional depending the target version of GLSL (texture2D(...) or texture(...))
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- SAMPLE_2DCUBE_CELL_SIZE
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- SAMPLE_2DCUBE_CELLS_PER_SIDE: default 8
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- SAMPLE_2DCUBE_FNC
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- SAMPLE3DSDF_TYPE: defaults to float
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- SAMPLE3DSDF_FNC(TEX, POS): defaults to sample2DCube(TEX, POS).r
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examples:
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- /shaders/sample_3Dsdf.frag
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license:
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- Copyright (c) 2021 Patricio Gonzalez Vivo under Prosperity License - https://prosperitylicense.com/versions/3.0.0
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- Copyright (c) 2021 Patricio Gonzalez Vivo under Patron License - https://lygia.xyz/license
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*/
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#ifndef SAMPLE3DSDF_TYPE
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#define SAMPLE3DSDF_TYPE float
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#endif
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#ifndef SAMPLE3DSDF_FNC
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#define SAMPLE3DSDF_FNC(TEX, POS) sample2DCube(TEX, POS).r
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#endif
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#ifndef FNC_SAMPLE3DSDF
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#define FNC_SAMPLE3DSDF
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SAMPLE3DSDF_TYPE sample3DSdf(SAMPLER_TYPE tex, float3 pos) {
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pos += 0.5;
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pos = scale(pos, 0.5);
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SAMPLE3DSDF_TYPE sdf = (SAMPLE3DSDF_FNC(tex, pos) * 2.0 - 1.0) * 1.5;
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return opIntersection( boxSDF(pos - 0.5, float3(0.5, 0.5, 0.5)), sdf);
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}
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#endif |