Last active
December 14, 2017 11:09
-
-
Save notlion/5215335 to your computer and use it in GitHub Desktop.
GLSL Snippets
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// Largely, these are taken from | |
// http://pouet.net/topic.php?which=7931&page=1&x=28&y=8 and | |
// http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm and | |
// organized here for convenience. | |
// Euler Rotation | |
void rX(inout vec3 p, float t) { | |
float c = cos(t), s = sin(t); vec3 q = p; | |
p.y = c * q.y - s * q.z; | |
p.z = s * q.y + c * q.z; | |
} | |
void rY(inout vec3 p, float t) { | |
float c = cos(t), s = sin(t); vec3 q = p; | |
p.x = c * q.x + s * q.z; | |
p.z = -s * q.x + c * q.z; | |
} | |
void rZ(inout vec3 p, float t) { | |
float c = cos(t), s = sin(t); vec3 q = p; | |
p.x = c * q.x - s * q.y; | |
p.y = s * q.x + c * q.y; | |
} | |
// Signed Distance Fields | |
float sdBox(vec3 p, vec3 b) { | |
vec3 d = abs(p) - b; | |
return min(max(d.x, max(d.y, d.z)), 0.) + length(max(d, 0.)); | |
} | |
float sdSphere(vec3 p, float s) { | |
return length(p) - s; | |
} | |
// Distance Field Boolean Ops | |
float opU(float d1, float d2) { return min(d1, d2); } | |
float opS(float d1, float d2) { return max(-d1, d2); } | |
float opI(float d1, float d2) { return max(d1, d2); } | |
// Gradient Sampling | |
vec3 grad(vec3 p, float w) { | |
vec3 x = vec3(w, 0., 0.), y = vec3(0., w, 0.), z = vec3(0., 0., w); | |
return vec3( | |
noise(p + x) - noise(p - x), | |
noise(p + y) - noise(p - y), | |
noise(p + z) - noise(p - z) | |
) / (2. * d); | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment