60 lines
1.7 KiB
GLSL
60 lines
1.7 KiB
GLSL
/*
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contributors: TheTurk
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description: Distance function for an arrow. Returns float. Originally from https://www.shadertoy.com/view/NttcW8
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use: arrowSDF(<vec3> v, <vec3> start, <vec3> end, <float> baseRadius, <float> tipRadius, <float> tipHeight)
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*/
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#ifndef FNC_ARROWSDF
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#define FNC_ARROWSDF
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float arrowSDF(vec3 v, vec3 start, vec3 end, float baseRadius, float tipRadius, float tipHeight){
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vec3 t = start - end;
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float l = length(t);
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t /= l;
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l = max(l, tipHeight);
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v -= end;
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if(t.y + 1. < .0001) {
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v.y = -v.y;
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} else {
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float k = 1. / (1. + t.y);
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vec3 column1 = vec3( t.z * t.z * k + t.y, t.x, t.z * -t.x * k );
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vec3 column2 = vec3( -t.x , t.y , -t.z );
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vec3 column3 = vec3( -t.x * t.z * k , t.z, t.x * t.x * k + t.y );
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v = mat3( column1 , column2 , column3 ) * v;
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}
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vec2 q = vec2( length(v.xz) , v.y );
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q.x = abs(q.x);
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// tip
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vec2 e = vec2( tipRadius , tipHeight );
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float h = clamp( dot(q,e) / dot(e,e) , 0. , 1. );
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vec2 d1 = q - e * h;
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vec2 d2 = q - vec2( tipRadius , tipHeight );
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d2.x -= clamp( d2.x , baseRadius - tipRadius , 0. );
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// base
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vec2 d3 = q - vec2( baseRadius , tipHeight );
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d3.y -= clamp( d3.y , 0. , l - tipHeight );
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vec2 d4 = vec2( q.y - l , max( q.x - baseRadius , 0. ));
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float s = max(
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max(
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max( d1.x , -d1.y ),
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d4.x
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),
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min( d2.y , d3.x )
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);
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return sqrt(
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min(
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min(
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min(dot(d1,d1), dot(d2,d2)),
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dot(d3,d3)
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),
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dot(d4,d4)
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)
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) * sign(s);
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}
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#endif
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