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https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git
synced 2025-09-19 20:05:57 +08:00
23 lines
862 B
Plaintext
23 lines
862 B
Plaintext
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float sd_sphere(vec3 point, vec3 eulers, vec3 scale) {
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float radius = 1.;
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point.yz *= rm_rotation(eulers.x);
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point.xy *= rm_rotation(eulers.z);
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point.xz *= rm_rotation(-eulers.y);
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point /= scale;
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return (length(point) - radius) * min(scale.x, min(scale.y, scale.z));
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}
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float ray_march_sd_sphere(vec3 ray_origin, vec3 ray_dir, int max_steps, float max_dist, float dist_threshold, vec3 sphere_pos, vec3 eulers, vec3 scale) {
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ray_dir = normalize(ray_dir);
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dist_threshold = abs(dist_threshold);
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float dist_from_origin = 0.;
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float dist_to_surface;
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for(int i = 0; i < max_steps; i++) {
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vec3 point = ray_origin + dist_from_origin * ray_dir;
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dist_to_surface = sd_sphere(point - sphere_pos, eulers, scale);
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dist_from_origin += dist_to_surface;
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if(dist_to_surface < dist_threshold || dist_to_surface > max_dist)
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break;
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}
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return dist_from_origin;
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}
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