yum-archive/SoggyShaders

Old Unity shaders.

git clone https://git.yummers.dev/yum-archive/SoggyShaders

yumCheck in cloud shader8427cb4

master
4.2 KiB143 linesraw
1#ifndef __IQ_SDF_INC__
2#define __IQ_SDF_INC__
3
4#include "pema99.cginc"
5
6// The MIT License
7// Copyright © 2020 Inigo Quilez
8// 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.
9
10float distance_from_octahedron(in float3 p)
11{
12  float s = 1.0;
13  float3 pp = abs(p);
14  float m = pp.x+pp.y+pp.z-s;
15  float3 q;
16  if( 3.0*pp.x < m ) q = pp.xyz;
17  else if( 3.0*pp.y < m ) q = pp.yzx;
18  else if( 3.0*pp.z < m ) q = pp.zxy;
19  else return m*0.57735027;
20
21  float k = clamp(0.5*(q.z-q.y+s),0.0,s);
22  return length(float3(q.x,q.y-s+k,q.z-k));
23}
24
25float distance_from_sphere(float3 p)
26{
27    return length(p);
28}
29
30float distance_from_sphere(float3 p, float3 c, float r)
31{
32    return length(p - c) - r;
33}
34
35float distance_from_cut_sphere( in float3 p, in float r, in float h )
36{
37  float w = sqrt(r*r-h*h); // constant for a given shape
38
39  float2 q = float2( length(p.xz), p.y );
40
41  float s = max( (h-r)*q.x*q.x+w*w*(h+r-2.0*q.y), h*q.x-w*q.y );
42
43  return (s<0.0) ? length(q)-r :
44    (q.x<w) ? h - q.y     :
45    length(q-float2(w,h));
46}
47
48float distance_from_cut_hollow_sphere( float3 p, float r, float h, float t )
49{
50  float2 q = float2( length(p.xz), p.y );
51
52  float w = sqrt(r*r-h*h);
53
54  return ((h*q.x<w*q.y) ? length(q-float2(w,h)) : 
55      abs(length(q)-r) ) - t;
56}
57
58float distance_from_box(float3 p, float3 b)
59{
60  float3 q = abs(p) - b;
61  return length(max(q,0.0)) + min(max(q.x,max(q.y,q.z)),0.0);
62}
63
64float distance_from_box_frame(float3 p, float3 b, float e)
65{
66  p = abs(p)-b;
67  float3 q = abs(p+e)-e;
68
69  return min(min(
70        length(max(float3(p.x,q.y,q.z),0.0))+min(max(p.x,max(q.y,q.z)),0.0),
71        length(max(float3(q.x,p.y,q.z),0.0))+min(max(q.x,max(p.y,q.z)),0.0)),
72      length(max(float3(q.x,q.y,p.z),0.0))+min(max(q.x,max(q.y,p.z)),0.0));
73}
74
75float distance_from_pyramid(float3 p, float h, bool invert)
76{
77  float m2 = h*h + 0.25;
78
79  // symmetry
80  p.xz = abs(p.xz); // do p=abs(p) instead for double pyramid
81  p.xz = (p.z>p.x) ? p.zx : p.xz;
82  p.xz -= 0.5;
83
84  // project into face plane (2D)
85  float3 q = float3( p.z, h*p.y-0.5*p.x, h*p.x+0.5*p.y);
86
87  float s = max(-q.x,0.0);
88  float t = clamp( (q.y-0.5*q.x)/(m2+0.25), 0.0, 1.0 );
89
90  float a = m2*(q.x+s)*(q.x+s) + q.y*q.y;
91  float b = m2*(q.x+0.5*t)*(q.x+0.5*t) + (q.y-m2*t)*(q.y-m2*t);
92
93  float d2 = max(-q.y,q.x*m2+q.y*0.5) < 0.0 ? 0.0 : min(a,b);
94
95  // recover 3D and scale, and add sign
96  return sqrt( (d2+q.z*q.z)/m2 ) * sign(max(q.z,-p.y));;
97}
98
99float distance_from_plane(float3 p, float3 n, float h)
100{
101  // n must be normalized
102  return dot(p,n) + h;
103}
104
105float distance_from_torus( float3 p, float2 t )
106{
107  float2 q = float2(length(p.xz)-t.x,p.y);
108  return length(q)-t.y;
109}
110
111float distance_from_capped_torus( float3 p, float2 sc, float ra, float rb)
112{
113  p.x = abs(p.x);
114  float k = (sc.y*p.x>sc.x*p.y) ? dot(p.xy,sc) : length(p.xy);
115  return sqrt( dot(p,p) + ra*ra - 2.0*ra*k ) - rb;
116}
117
118float3 op_rep(in float3 p, in float3 c)
119{
120  return glsl_mod(p+0.5*c,c)-0.5*c;
121}
122
123float smoothstep_cubic(float x)
124{
125  return x * x * (3.0 - 2.0 * x);
126}
127
128float smoothstep_quintic(float x)
129{
130  return x*x*x*(x*(x*6.0-15.0)+10.0);
131}
132
133float distance_from_line_segment( float3 p, float3 a, float3 b, float r )
134{
135  float3 pa = p - a, ba = b - a;
136  float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );
137  return length( pa - ba*h ) - r;
138}
139
140// End licensed section
141
142#endif  // __IQ_SDF_INC__
143