diff options
Diffstat (limited to 'common')
| -rw-r--r-- | common/shaders/math/sdf_shapes.wgsl | 32 | ||||
| -rw-r--r-- | common/shaders/render/raymarching.wgsl | 4 |
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; |
