// SDF Test Effect - demonstrates SDFEffect base class usage // Simple scene with a sphere and box #include "common_uniforms" #include "camera_common" #include "math/sdf_shapes" #include "render/raymarching" @group(0) @binding(0) var uniforms: CommonUniforms; @group(0) @binding(1) var camera: CameraParams; // Scene distance function fn df(p: vec3) -> f32 { // Animated sphere let sphere_pos = vec3(sin(uniforms.beat_time * 0.5) * 2.0, 0.0, 0.0); let d_sphere = sdSphere(p - sphere_pos, 1.0); // Static box let box_pos = vec3(0.0, -2.0, 0.0); let d_box = sdBox(p - box_pos, vec3(3.0, 0.5, 3.0)); return min(d_sphere, d_box); } // Two-pass distance function (required by raymarching.wgsl) fn dfWithID(p: vec3) -> RayMarchResult { var result: RayMarchResult; result.distance = df(p); result.distance_max = result.distance; result.object_id = 0.0; return result; } // Simple lighting fn shade(pos: vec3, rd: vec3) -> vec3 { let n = normal(pos); let light_dir = normalize(vec3(1.0, 1.0, -1.0)); let diff = max(dot(n, light_dir), 0.0); let amb = 0.2; // Color based on position let col = mix(vec3(0.2, 0.6, 0.9), vec3(0.9, 0.3, 0.2), smoothstep(-2.0, 2.0, pos.x)); return col * (diff + amb); } @vertex fn vs_main(@builtin(vertex_index) vid: u32) -> @builtin(position) vec4 { // Fullscreen triangle let x = f32((vid & 1u) << 2u) - 1.0; let y = f32((vid & 2u) << 1u) - 1.0; return vec4(x, y, 0.0, 1.0); } @fragment fn fs_main(@builtin(position) pos: vec4) -> @location(0) vec4 { // UV coordinates (-1 to 1) let uv = (pos.xy / uniforms.resolution - 0.5) * 2.0; // Generate ray let ray = getCameraRay(camera, uv); // Raymarch let t = rayMarch(ray.origin, ray.direction, 0.0); // Background color var col = vec3(0.1, 0.1, 0.15); // Shade hit point if (t < MAX_RAY_LENGTH) { let hit_pos = ray.origin + ray.direction * t; col = shade(hit_pos, ray.direction); } return vec4(col, 1.0); }