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Godot-Shader-Lib/addons/ShaderLib/RayMarching/SDBox.gdshaderinc
2024-03-27 11:23:17 +05:30

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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;
}