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authorskal <pascal.massimino@gmail.com>2026-02-15 11:40:15 +0100
committerskal <pascal.massimino@gmail.com>2026-02-15 11:40:15 +0100
commitaa58489ffb597fc981fd779e9ce8b54f32e48197 (patch)
tree2f62d525ae38c68745487751dd0418ec6212a5e0 /common
parent174b318c4f2a896f3d2d30bc5a7eee2b876e0369 (diff)
misc updates
Diffstat (limited to 'common')
-rw-r--r--common/shaders/math/sdf_shapes.wgsl32
-rw-r--r--common/shaders/render/raymarching.wgsl4
2 files changed, 5 insertions, 31 deletions
diff --git a/common/shaders/math/sdf_shapes.wgsl b/common/shaders/math/sdf_shapes.wgsl
index 64df4fc..4dcfdd6 100644
--- a/common/shaders/math/sdf_shapes.wgsl
+++ b/common/shaders/math/sdf_shapes.wgsl
@@ -23,34 +23,8 @@ fn sdBox2D(p: vec2<f32>, b: vec2<f32>) -> f32 {
return length(max(d, vec2<f32>(0.0))) + min(max(d.x, d.y), 0.0);
}
+// Approximate
fn sdEllipse(p: vec2<f32>, ab: vec2<f32>) -> f32 {
- var p_abs = abs(p);
- if (p_abs.x > p_abs.y) {
- p_abs = vec2<f32>(p_abs.y, p_abs.x);
- }
- let l = ab.y * ab.y - ab.x * ab.x;
- let m = ab.x * p_abs.x / l;
- let n = ab.y * p_abs.y / l;
- let m2 = m * m;
- let n2 = n * n;
- let c = (m2 + n2 - 1.0) / 3.0;
- let c3 = c * c * c;
- let d = c3 + m2 * n2;
- let g = m + m * n2;
- var co: f32;
- if (d < 0.0) {
- let h = acos((c3 + m2 * n2 * 2.0) / c3) / 3.0;
- let s = cos(h);
- let t = sin(h) * sqrt(3.0);
- co = (sqrt(-c * (s + t * 2.0) + m2) + sign(l) * sqrt(-c * (s - t * 2.0) + m2) + abs(g) / (sqrt(-c * (s + t * 2.0) + m2) * sqrt(-c * (s - t * 2.0) + m2)) - m) / 2.0;
- } else {
- let h = 2.0 * m * n * sqrt(d);
- let s = sign(c3 + m2 * n2 + h) * pow(abs(c3 + m2 * n2 + h), 1.0 / 3.0);
- let u = sign(c3 + m2 * n2 - h) * pow(abs(c3 + m2 * n2 - h), 1.0 / 3.0);
- let rx = -s - u + m2 * 2.0;
- let ry = (s - u) * sqrt(3.0);
- co = (ry / sqrt(sqrt(rx * rx + ry * ry) - rx) + 2.0 * g / sqrt(rx * rx + ry * ry) - m) / 2.0;
- }
- let si = sqrt(max(0.0, 1.0 - co * co));
- return length(p_abs - vec2<f32>(ab.x * co, ab.y * si)) * sign(p_abs.y * ab.x * co - p_abs.x * ab.y * si);
+ let d = length(p / ab);
+ return length(p) * (1.0 - 1.0 / d);
}
diff --git a/common/shaders/render/raymarching.wgsl b/common/shaders/render/raymarching.wgsl
index 3adec8d..7d05528 100644
--- a/common/shaders/render/raymarching.wgsl
+++ b/common/shaders/render/raymarching.wgsl
@@ -26,8 +26,8 @@ fn normal(pos: vec3<f32>) -> vec3<f32> {
// Performs the raymarching operation.
// Returns the distance along the ray to the surface, or MAX_RAY_LENGTH if no surface is hit.
-fn rayMarch(ro: vec3<f32>, rd: vec3<f32>, initt: f32) -> f32 {
- var t = initt;
+fn rayMarch(ro: vec3<f32>, rd: vec3<f32>, tmin: f32) -> f32 {
+ var t = tmin;
for (var i = 0; i < MAX_RAY_MARCHES; i++) {
if (t > MAX_RAY_LENGTH) {
t = MAX_RAY_LENGTH;