fn get_normal_basic(p: vec3, obj_type: f32) -> vec3 { if (obj_type == 1.0) { return normalize(p); } let e = vec2(0.001, 0.0); return normalize(vec3( get_dist(p + e.xyy, obj_type) - get_dist(p - e.xyy, obj_type), get_dist(p + e.yxy, obj_type) - get_dist(p - e.yxy, obj_type), get_dist(p + e.yyx, obj_type) - get_dist(p - e.yyx, obj_type) )); } fn calc_shadow(ro: vec3, rd: vec3, tmin: f32, tmax: f32, skip_idx: u32) -> f32 { var res = 1.0; var t = tmin; if (t < 0.05) { t = 0.05; } for (var i = 0; i < 32; i = i + 1) { let h = map_scene(ro + rd * t, skip_idx); if (h < 0.001) { return 0.0; } res = min(res, 16.0 * h / t); t = t + clamp(h, 0.02, 0.4); if (t > tmax) { break; } } return clamp(res, 0.0, 1.0); }