float sd_box(vec3 point, vec3 size, vec3 eulers) { point.yz *= rm_rotation(eulers.x); point.xy *= rm_rotation(eulers.z); point.xz *= rm_rotation(-eulers.y); return length(max(abs(point) - size, vec3(0))); } float ray_march_sd_box(vec3 ray_origin, vec3 ray_dir, int max_steps, float max_dist, float dist_threshold, vec3 cube_pos, vec3 eulers, vec3 size) { ray_dir = normalize(ray_dir); dist_threshold = abs(dist_threshold); float dist_from_origin = 0.; float dist_to_surface; for(int i = 0; i < max_steps; i++) { vec3 point = ray_origin + dist_from_origin * ray_dir; dist_to_surface = sd_box(point - cube_pos, size, eulers); dist_from_origin += dist_to_surface; if(dist_to_surface < dist_threshold || dist_to_surface > max_dist) break; } return dist_from_origin; }