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-#ifndef __HG_SDF__
-#define __HG_SDF__
-
-#include "pema99.cginc"
-
-////////////////////////////////////////////////////////////////
-//
-// HG_SDF
-//
-// GLSL LIBRARY FOR BUILDING SIGNED DISTANCE BOUNDS
-//
-// version 2021-07-28
-//
-// Check https://mercury.sexy/hg_sdf for updates
-// and usage examples. Send feedback to spheretracing@mercury.sexy.
-//
-// Brought to you by MERCURY https://mercury.sexy/
-//
-//
-//
-// Released dual-licensed under
-// Creative Commons Attribution-NonCommercial (CC BY-NC)
-// or
-// MIT License
-// at your choice.
-//
-// SPDX-License-Identifier: MIT OR CC-BY-NC-4.0
-//
-// /////
-//
-// CC-BY-NC-4.0
-// https://creatifloatommons.org/licenses/by-nc/4.0/legalcode
-// https://creatifloatommons.org/licenses/by-nc/4.0/
-//
-// /////
-//
-// MIT License
-//
-// Copyright (c) 2011-2021 Mercury Demogroup
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to deal
-// in the Software without restriction, including without limitation the rights
-// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-// copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in all
-// copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-// SOFTWARE.
-//
-// /////
-//
-////////////////////////////////////////////////////////////////
-//
-// How to use this:
-//
-// 1. Build some system to #include glsl files in each other.
-// Include this one at the very start. Or just paste everywhere.
-// 2. Build a sphere tracer. See those papers:
-// * "Sphere Tracing" https://link.springer.com/article/10.1007%2Fs003710050084
-// * "Enhanced Sphere Tracing" http://diglib.eg.org/handle/10.2312/stag.20141233.001-008
-// * "Improved Ray Casting of Procedural Distance Bounds" https://www.bibsonomy.org/bibtex/258e85442234c3ace18ba4d89de94e57d
-// The Raymnarching Toolbox Thread on pouet can be helpful as well
-// http://www.pouet.net/topic.php?which=7931&page=1
-// and contains links to many more resources.
-// 3. Use the tools in this library to build your distance bound f().
-// 4. ???
-// 5. Win a compo.
-//
-// (6. Buy us a beer or a good vodka or something, if you like.)
-//
-////////////////////////////////////////////////////////////////
-//
-// Table of Contents:
-//
-// * Helper functions and macros
-// * Collection of some primitive objects
-// * Domain Manipulation operators
-// * Object combination operators
-//
-////////////////////////////////////////////////////////////////
-//
-// Why use this?
-//
-// The point of this lib is that everything is structured according
-// to patterns that we ended up using when building geometry.
-// It makes it more easy to write code that is reusable and that somebody
-// else can actually understand. Especially code on Shadertoy (which seems
-// to be what everybody else is looking at for "inspiration") tends to be
-// really ugly. So we were forced to do something about the situation and
-// release this lib ;)
-//
-// Everything in here can probably be done in some better way.
-// Please experiment. We'd love some feedback, especially if you
-// use it in a scene production.
-//
-// The main patterns for building geometry this way are:
-// * Stay Lipschitz continuous. That means: don't have any distance
-// gradient larger than 1. Try to be as close to 1 as possible -
-// Distances are euclidean distances, don't fudge around.
-// Underestimating distances will happen. That's why calling
-// it a "distance bound" is more correct. Don't ever multiply
-// distances by some value to "fix" a Lipschitz continuity
-// violation. The invariant is: each fSomething() function returns
-// a correct distance bound.
-// * Use very few primitives and combine them as building blocks
-// using combine opertors that preserve the invariant.
-// * Multiply objects by repeating the domain (space).
-// If you are using a loop inside your distance function, you are
-// probably doing it wrong (or you are building boring fractals).
-// * At right-angle intersections between objects, build a new local
-// coordinate system from the two distances to combine them in
-// interesting ways.
-// * As usual, there are always times when it is best to not follow
-// specific patterns.
-//
-////////////////////////////////////////////////////////////////
-//
-// FAQ
-//
-// Q: Why is there no sphere tracing code in this lib?
-// A: Because our system is way too complex and always changing.
-// This is the constant part. Also we'd like everyone to
-// explore for themselves.
-//
-// Q: This does not work when I paste it into Shadertoy!!!!
-// A: Yes. It is GLSL, not GLSL ES. We like real OpenGL
-// because it has way more features and is more likely
-// to work compared to browser-based WebGL. We recommend
-// you consider using OpenGL for your productions. Most
-// of this can be ported easily though.
-//
-// Q: How do I material?
-// A: We recommend something like this:
-// Write a material ID, the distance and the local coordinate
-// p into some global variables whenever an object's distance is
-// smaller than the stored distance. Then, at the end, evaluate
-// the material to get color, roughness, etc., and do the shading.
-//
-// Q: I found an error. Or I made some function that would fit in
-// in this lib. Or I have some suggestion.
-// A: Awesome! Drop us a mail at spheretracing@mercury.sexy.
-//
-// Q: Why is this not on github?
-// A: Because we were too lazy. If we get bugged about it enough,
-// we'll do it.
-//
-// Q: Your license sucks for me.
-// A: Oh. What should we change it to?
-//
-// Q: I have trouble understanding what is going on with my distances.
-// A: Some visualization of the distance field helps. Try drawing a
-// plane that you can sweep through your scene with some color
-// representation of the distance field at each point and/or iso
-// lines at regular intervals. Visualizing the length of the
-// gradient (or better: how much it deviates from being equal to 1)
-// is immensely helpful for understanding which parts of the
-// distance field are broken.
-//
-////////////////////////////////////////////////////////////////
-
-#define PI 3.14159265
-
-// Repeat around the origin by a fixed angle.
-// For easier use, num of repetitions is use to specify the angle.
-float pModPolar(inout float2 p, float repetitions) {
- float angle = 2*PI/repetitions;
- float a = atan2(p.y, p.x) + angle/2.;
- float r = length(p);
- float c = floor(a/angle);
- a = glsl_mod(a,angle) - angle/2.;
- p = float2(cos(a), sin(a))*r;
- // For an odd number of repetitions, fix cell index of the cell in -x direction
- // (cell index would be e.g. -5 and 5 in the two halves of the cell):
- if (abs(c) >= (repetitions/2)) c = abs(c);
- return c;
-}
-
-#endif // __HG_SDF__