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tsBfRD
iq
2020-05-16T00:31:58
// The MIT License // Copyright © 2017 Inigo Quilez // 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, publ...
mit
[ 1825, 2097, 2154, 2170, 2587 ]
[ [ 1825, 2097, 2154, 2170, 2587 ], [ 2590, 2618, 2777, 2777, 2979 ], [ 2982, 3019, 3083, 3121, 3401 ], [ 3403, 3403, 3431, 3431, 3450 ], [ 3452, 3452, 3515, 3515, 3906 ], [ 3909, 3909, ...
//--------------------------------------------------------------------------------------- // bounding box for a bezier (http://iquilezles.org/www/articles/bezierbbox/bezierbbox.htm) //---------------------------------------------------------------------------------------
bound3 BezierAABB( in vec3 p0, in vec3 p1, in vec3 p2 ) {
vec3 mi = min(p0,p2); vec3 ma = max(p0,p2); // p = (1-t)^2*p0 + 2(1-t)t*p1 + t^2*p2 // dp/dt = 2(t-1)*p0 + 2(1-2t)*p1 + 2t*p2 = t*(2*p0-4*p1+2*p2) + 2*(p1-p0) // dp/dt = 0 -> t*(p0-2*p1+p2) = (p0-p1); vec3 t = clamp((p0-p1)/(p0-2.0*p1+p2),0.0,1.0); vec3 s = 1.0 - t; vec3 q = s*s*p0 + ...
//--------------------------------------------------------------------------------------- // bounding box for a bezier (http://iquilezles.org/www/articles/bezierbbox/bezierbbox.htm) //--------------------------------------------------------------------------------------- bound3 BezierAABB( in vec3 p0, in vec3 p1, in ve...
1
1
tsjfRw
blackle
2020-05-17T22:24:19
//CC0 1.0 Universal https://creativecommons.org/publicdomain/zero/1.0/ //To the extent possible under law, Blackle Mori has waived all copyright and related or neighboring rights to this work. //antialising #define AA_SAMPLES 1 //percentage of domains filled #define DENSITY 0.35 //returns a vector pointing in the dir...
cc0-1.0
[ 282, 360, 383, 383, 616 ]
[ [ 282, 360, 383, 383, 616 ], [ 618, 618, 648, 648, 717 ], [ 719, 719, 749, 844, 925 ], [ 927, 927, 967, 967, 1059 ], [ 1073, 1073, 1094, 1094, 1671 ], [ 1673, 1673, 1692, 1692, ...
//returns a vector pointing in the direction of the closest neighbouring cell
vec3 quadrant(vec3 p) {
vec3 ap = abs(p); if (ap.x >= max(ap.y, ap.z)) return vec3(sign(p.x),0.,0.); if (ap.y >= max(ap.x, ap.z)) return vec3(0.,sign(p.y),0.); if (ap.z >= max(ap.x, ap.y)) return vec3(0.,0.,sign(p.z)); return vec3(0); }
//returns a vector pointing in the direction of the closest neighbouring cell vec3 quadrant(vec3 p) {
2
2
WsBBRw
blackle
2020-05-16T20:41:42
//CC0 1.0 Universal https://creativecommons.org/publicdomain/zero/1.0/ //To the extent possible under law, Blackle Mori has waived all copyright and related or neighboring rights to this work. //this is the technique in https://www.shadertoy.com/view/td2fRD //but a 3d SDF mapping to a 2d sdf, instead of a 4d to a 3d. ...
cc0-1.0
[ 522, 606, 659, 659, 797 ]
[ [ 410, 410, 440, 440, 520 ], [ 522, 606, 659, 659, 797 ], [ 799, 799, 822, 822, 1003 ], [ 1005, 1005, 1043, 1043, 1107 ], [ 1126, 1126, 1149, 1149, 1763 ], [ 1765, 1765, 1784, 1784...
//return the SDF for a sphere, or the SDF for an empty region surrounded by spheres
float gated_domain(vec3 p, float scale, bool gated) {
if (!gated) { p.xy = abs(p.xy); if (p.x > p.y) p.xy = p.yx; p.y -= 1./scale; } return length(p)-.2; }
//return the SDF for a sphere, or the SDF for an empty region surrounded by spheres float gated_domain(vec3 p, float scale, bool gated) {
1
1
3lByRK
blackle
2020-07-14T20:22:45
//CC0 1.0 Universal https://creativecommons.org/publicdomain/zero/1.0/ //To the extent possible under law, Blackle Mori has waived all copyright and related or neighboring rights to this work. //shitty way to prevent division by zero. if b is zero, add a little bit to it. vec3 div(vec3 a, vec3 b) { b += vec3(equal...
cc0-1.0
[ 194, 274, 300, 300, 355 ]
[ [ 194, 274, 300, 300, 355 ], [ 357, 357, 411, 479, 724 ], [ 726, 726, 762, 762, 887 ], [ 889, 889, 910, 910, 962 ], [ 964, 964, 1002, 1002, 1064 ], [ 1121, 1121, 1151, 1151, 12...
//shitty way to prevent division by zero. if b is zero, add a little bit to it.
vec3 div(vec3 a, vec3 b) {
b += vec3(equal(b,vec3(0)))*.01; return a/b; }
//shitty way to prevent division by zero. if b is zero, add a little bit to it. vec3 div(vec3 a, vec3 b) {
1
1
WtScDt
iq
2020-07-27T06:52:31
// The MIT License // Copyright © 2020 Inigo Quilez // https://www.youtube.com/c/InigoQuilez // https://iquilezles.org/ // 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, inclu...
mit
[ 1932, 1953, 1977, 1977, 2140 ]
[ [ 1932, 1953, 1977, 1977, 2140 ], [ 2205, 2205, 2225, 2225, 2253 ], [ 2255, 2364, 2393, 2393, 2893 ], [ 2895, 2895, 2951, 2970, 3564 ] ]
// box-filted cos(x)
vec3 fcos( in vec3 x ) {
vec3 w = fwidth(x); #if 1 return cos(x) * sin(0.5*w)/(0.5*w); // exact #else return cos(x) * smoothstep(6.2832,0.0,w); // approx #endif }
// box-filted cos(x) vec3 fcos( in vec3 x ) {
1
4
WtScDt
iq
2020-07-27T06:52:31
// The MIT License // Copyright © 2020 Inigo Quilez // https://www.youtube.com/c/InigoQuilez // https://iquilezles.org/ // 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, inclu...
mit
[ 2255, 2364, 2393, 2393, 2893 ]
[ [ 1932, 1953, 1977, 1977, 2140 ], [ 2205, 2205, 2225, 2225, 2253 ], [ 2255, 2364, 2393, 2393, 2893 ], [ 2895, 2895, 2951, 2970, 3564 ] ]
// color palette, made of 8 cos functions // (see https://iquilezles.org/www/articles/palettes/palettes.htm)
vec3 getColor( in float t ) {
vec3 col = vec3(0.6,0.5,0.4); col += 0.14*mcos(6.2832*t* 1.0+vec3(0.0,0.5,0.6)); col += 0.13*mcos(6.2832*t* 3.1+vec3(0.5,0.6,1.0)); col += 0.12*mcos(6.2832*t* 5.1+vec3(0.1,0.7,1.1)); col += 0.11*mcos(6.2832*t* 9.1+vec3(0.1,0.5,1.2)); col += 0.10*mcos(6.2832*t* 17.1+vec3(0.0,0.3,0.9)); c...
// color palette, made of 8 cos functions // (see https://iquilezles.org/www/articles/palettes/palettes.htm) vec3 getColor( in float t ) {
1
8
wtsBzS
mrange
2020-08-10T18:35:18
// License CC0: Double Ended Truchet Experiment // Been looking at some double ended truchets by BigWings and Shane. // After some experiments I got something I felt was interesting enough to share. #define TIME iTime #define RESOLUTION iResolution #define PI 3.141592654 #define TAU ...
cc0-1.0
[ 4214, 4266, 4314, 4314, 5346 ]
[ [ 3776, 3776, 3803, 3803, 3872 ], [ 3874, 3874, 3895, 3895, 3965 ], [ 3967, 3967, 3988, 3988, 4017 ], [ 4019, 4019, 4039, 4039, 4058 ], [ 4064, 4064, 4104, 4104, 4212 ], [ 4214, 4266, ...
// IQ Bezier: https://www.shadertoy.com/view/MlKcDD
float bezier(vec2 pos, vec2 A, vec2 B, vec2 C) {
const float sqrt3 = sqrt(3.0); vec2 a = B - A; vec2 b = A - 2.0*B + C; vec2 c = a * 2.0; vec2 d = A - pos; float kk = 1.0/dot(b,b); float kx = kk * dot(a,b); float ky = kk * (2.0*dot(a,a)+dot(d,b))/3.0; float kz = kk * dot(d,a); float res = 0.0; float p = ky - kx*kx; float p3 = p*p...
// IQ Bezier: https://www.shadertoy.com/view/MlKcDD float bezier(vec2 pos, vec2 A, vec2 B, vec2 C) {
2
6
WdVyDW
Moon519
2020-10-16T16:33:14
// Shadertoy implementation of "Segment Tracing using Local Lipschitz Bounds" - Eurographics 2020 // Eric Galin, Eric Guérin, Axel Paris, Adrien Peytavie // Paper: https://hal.archives-ouvertes.fr/hal-02507361/document // Video: https://www.youtube.com/watch?v=NOinlrHyieE&feature=youtu.be // Talk: https://www.youtube...
mit
[ 950, 964, 995, 995, 1108 ]
[ [ 950, 964, 995, 995, 1108 ], [ 1110, 1155, 1188, 1188, 1282 ], [ 1284, 1373, 1407, 1407, 1443 ], [ 1445, 1588, 1640, 1640, 1961 ], [ 1963, 2068, 2116, 2116, 2159 ], [ 2161, 2320, 2384...
// Transforms
vec3 RotateY(vec3 p, float a) {
float sa = sin(a); float ca = cos(a); return vec3(ca * p.x + sa * p.z, p.y, -sa * p.x + ca * p.z); }
// Transforms vec3 RotateY(vec3 p, float a) {
1
3
WdVyDW
Moon519
2020-10-16T16:33:14
// Shadertoy implementation of "Segment Tracing using Local Lipschitz Bounds" - Eurographics 2020 // Eric Galin, Eric Guérin, Axel Paris, Adrien Peytavie // Paper: https://hal.archives-ouvertes.fr/hal-02507361/document // Video: https://www.youtube.com/watch?v=NOinlrHyieE&feature=youtu.be // Talk: https://www.youtube...
mit
[ 1110, 1155, 1188, 1188, 1282 ]
[ [ 950, 964, 995, 995, 1108 ], [ 1110, 1155, 1188, 1188, 1282 ], [ 1284, 1373, 1407, 1407, 1443 ], [ 1445, 1588, 1640, 1640, 1961 ], [ 1963, 2068, 2116, 2116, 2159 ], [ 2161, 2320, 2384...
// Cubic falloff // x: distance // R: radius
float Falloff(float x, float R) {
float xx = clamp(x / R, 0.0, 1.0); float y = (1.0 - xx * xx); return y * y * y; }
// Cubic falloff // x: distance // R: radius float Falloff(float x, float R) {
1
1
WdVyDW
Moon519
2020-10-16T16:33:14
// Shadertoy implementation of "Segment Tracing using Local Lipschitz Bounds" - Eurographics 2020 // Eric Galin, Eric Guérin, Axel Paris, Adrien Peytavie // Paper: https://hal.archives-ouvertes.fr/hal-02507361/document // Video: https://www.youtube.com/watch?v=NOinlrHyieE&feature=youtu.be // Talk: https://www.youtube...
mit
[ 1284, 1373, 1407, 1407, 1443 ]
[ [ 950, 964, 995, 995, 1108 ], [ 1110, 1155, 1188, 1188, 1282 ], [ 1284, 1373, 1407, 1407, 1443 ], [ 1445, 1588, 1640, 1640, 1961 ], [ 1963, 2068, 2116, 2116, 2159 ], [ 2161, 2320, 2384...
// Computes the global lipschitz bound of the falloff function // e: energy // R: radius
float FalloffK(float e, float R) {
return e * 1.72 * abs(e) / R; }
// Computes the global lipschitz bound of the falloff function // e: energy // R: radius float FalloffK(float e, float R) {
1
1
WdVyDW
Moon519
2020-10-16T16:33:14
// Shadertoy implementation of "Segment Tracing using Local Lipschitz Bounds" - Eurographics 2020 // Eric Galin, Eric Guérin, Axel Paris, Adrien Peytavie // Paper: https://hal.archives-ouvertes.fr/hal-02507361/document // Video: https://www.youtube.com/watch?v=NOinlrHyieE&feature=youtu.be // Talk: https://www.youtube...
mit
[ 1445, 1588, 1640, 1640, 1961 ]
[ [ 950, 964, 995, 995, 1108 ], [ 1110, 1155, 1188, 1188, 1282 ], [ 1284, 1373, 1407, 1407, 1443 ], [ 1445, 1588, 1640, 1640, 1961 ], [ 1963, 2068, 2116, 2116, 2159 ], [ 2161, 2320, 2384...
// Computes the local lipschitz bound of the falloff function // a: value at first bound // b: value at second bound // R: radius // e: energy
float FalloffK(float a, float b, float R, float e) {
if (a > R) return 0.0; if (b < R / 5.0) { float t = (1.0 - b / R); return abs(e) * 6.0 * (sqrt(b) / R) * (t * t); } else if (a > (R * R) / 5.0) { float t = (1.0 - a / R); return abs(e) * 6.0 * (sqrt(a) / R) * (t * t); } else return FalloffK(e, R); ...
// Computes the local lipschitz bound of the falloff function // a: value at first bound // b: value at second bound // R: radius // e: energy float FalloffK(float a, float b, float R, float e) {
1
1
WdVyDW
Moon519
2020-10-16T16:33:14
// Shadertoy implementation of "Segment Tracing using Local Lipschitz Bounds" - Eurographics 2020 // Eric Galin, Eric Guérin, Axel Paris, Adrien Peytavie // Paper: https://hal.archives-ouvertes.fr/hal-02507361/document // Video: https://www.youtube.com/watch?v=NOinlrHyieE&feature=youtu.be // Talk: https://www.youtube...
mit
[ 1963, 2068, 2116, 2116, 2159 ]
[ [ 950, 964, 995, 995, 1108 ], [ 1110, 1155, 1188, 1188, 1282 ], [ 1284, 1373, 1407, 1407, 1443 ], [ 1445, 1588, 1640, 1640, 1961 ], [ 1963, 2068, 2116, 2116, 2159 ], [ 2161, 2320, 2384...
// Primitives // Point primitive field function // p: world point // c: center // R: radius // e: energy
float Vertex(vec3 p, vec3 c, float R, float e) {
return e * Falloff(length(p - c), R); }
// Primitives // Point primitive field function // p: world point // c: center // R: radius // e: energy float Vertex(vec3 p, vec3 c, float R, float e) {
1
1
WdVyDW
Moon519
2020-10-16T16:33:14
// Shadertoy implementation of "Segment Tracing using Local Lipschitz Bounds" - Eurographics 2020 // Eric Galin, Eric Guérin, Axel Paris, Adrien Peytavie // Paper: https://hal.archives-ouvertes.fr/hal-02507361/document // Video: https://www.youtube.com/watch?v=NOinlrHyieE&feature=youtu.be // Talk: https://www.youtube...
mit
[ 2161, 2320, 2384, 2384, 2944 ]
[ [ 950, 964, 995, 995, 1108 ], [ 1110, 1155, 1188, 1188, 1282 ], [ 1284, 1373, 1407, 1407, 1443 ], [ 1445, 1588, 1640, 1640, 1961 ], [ 1963, 2068, 2116, 2116, 2159 ], [ 2161, 2320, 2384...
// Evaluates the local lipschitz bound of a point primitive over a segment [a, b] // c: center // R: radius // e: energy // a: segment start // b: segment end
float VertexKSegment(vec3 c, float R, float e, vec3 a, vec3 b) {
vec3 axis = normalize(b - a); float l = dot((c - a), axis); float kk = 0.0; if (l < 0.0) { kk = FalloffK(length(c - a), length(c - b), R, e); } else if (length(b - a) < l) { kk = FalloffK(length(c - b), length(c - a), R, e); } else { float dd = leng...
// Evaluates the local lipschitz bound of a point primitive over a segment [a, b] // c: center // R: radius // e: energy // a: segment start // b: segment end float VertexKSegment(vec3 c, float R, float e, vec3 a, vec3 b) {
1
1
WdVyDW
Moon519
2020-10-16T16:33:14
// Shadertoy implementation of "Segment Tracing using Local Lipschitz Bounds" - Eurographics 2020 // Eric Galin, Eric Guérin, Axel Paris, Adrien Peytavie // Paper: https://hal.archives-ouvertes.fr/hal-02507361/document // Video: https://www.youtube.com/watch?v=NOinlrHyieE&feature=youtu.be // Talk: https://www.youtube...
mit
[ 2946, 2959, 2981, 2981, 3189 ]
[ [ 950, 964, 995, 995, 1108 ], [ 1110, 1155, 1188, 1188, 1282 ], [ 1284, 1373, 1407, 1407, 1443 ], [ 1445, 1588, 1640, 1640, 1961 ], [ 1963, 2068, 2116, 2116, 2159 ], [ 2161, 2320, 2384...
// Tree root
float Object(vec3 p) {
float I = Vertex(p, vec3(-radius / 2.0, 0, 0), radius, 1.0); I += Vertex(p, vec3(radius / 2.0, 0, 0), radius, 1.0); I += Vertex(p, vec3(radius / 3.0, radius, 0), radius, 1.0); return I - T; }
// Tree root float Object(vec3 p) {
1
4
WdVyDW
Moon519
2020-10-16T16:33:14
// Shadertoy implementation of "Segment Tracing using Local Lipschitz Bounds" - Eurographics 2020 // Eric Galin, Eric Guérin, Axel Paris, Adrien Peytavie // Paper: https://hal.archives-ouvertes.fr/hal-02507361/document // Video: https://www.youtube.com/watch?v=NOinlrHyieE&feature=youtu.be // Talk: https://www.youtube...
mit
[ 3191, 3201, 3233, 3233, 3470 ]
[ [ 950, 964, 995, 995, 1108 ], [ 1110, 1155, 1188, 1188, 1282 ], [ 1284, 1373, 1407, 1407, 1443 ], [ 1445, 1588, 1640, 1640, 1961 ], [ 1963, 2068, 2116, 2116, 2159 ], [ 2161, 2320, 2384...
// K root
float KSegment(vec3 a, vec3 b) {
float K = VertexKSegment(vec3(-radius / 2.0, 0, 0), radius, 1.0, a, b); K += VertexKSegment(vec3(radius / 2.0, 0, 0), radius, 1.0, a, b); K += VertexKSegment(vec3(radius / 3.0, radius, 0), radius, 1.0, a, b); return K; }
// K root float KSegment(vec3 a, vec3 b) {
1
1
WdVyDW
Moon519
2020-10-16T16:33:14
// Shadertoy implementation of "Segment Tracing using Local Lipschitz Bounds" - Eurographics 2020 // Eric Galin, Eric Guérin, Axel Paris, Adrien Peytavie // Paper: https://hal.archives-ouvertes.fr/hal-02507361/document // Video: https://www.youtube.com/watch?v=NOinlrHyieE&feature=youtu.be // Talk: https://www.youtube...
mit
[ 3532, 3553, 3584, 3584, 3819 ]
[ [ 950, 964, 995, 995, 1108 ], [ 1110, 1155, 1188, 1188, 1282 ], [ 1284, 1373, 1407, 1407, 1443 ], [ 1445, 1588, 1640, 1640, 1961 ], [ 1963, 2068, 2116, 2116, 2159 ], [ 2161, 2320, 2384...
// Normal evaluation
vec3 ObjectNormal(in vec3 p ) {
float eps = 0.001; float v = Object(p); vec3 n; n.x = Object(vec3(p.x + eps, p.y, p.z)) - v; n.y = Object(vec3(p.x, p.y + eps, p.z)) - v; n.z = Object(vec3(p.x, p.y, p.z + eps)) - v; return normalize(n); }
// Normal evaluation vec3 ObjectNormal(in vec3 p ) {
1
28
WdVyDW
Moon519
2020-10-16T16:33:14
// Shadertoy implementation of "Segment Tracing using Local Lipschitz Bounds" - Eurographics 2020 // Eric Galin, Eric Guérin, Axel Paris, Adrien Peytavie // Paper: https://hal.archives-ouvertes.fr/hal-02507361/document // Video: https://www.youtube.com/watch?v=NOinlrHyieE&feature=youtu.be // Talk: https://www.youtube...
mit
[ 3821, 3928, 3988, 3988, 4463 ]
[ [ 950, 964, 995, 995, 1108 ], [ 1110, 1155, 1188, 1188, 1282 ], [ 1284, 1373, 1407, 1407, 1443 ], [ 1445, 1588, 1640, 1640, 1961 ], [ 1963, 2068, 2116, 2116, 2159 ], [ 2161, 2320, 2384...
// Trace ray using sphere tracing // o : ray origin // u : ray direction // h : hit // s : Number of steps
float SphereTracing(vec3 o, vec3 u, out bool h, out int s) {
float kGlobal = KGlobal(); float t = ra; h = false; s = 0; for(int i = 0; i < StepsMax; i++) { vec3 p = o + t * u; float v = Object(p); s++; // Hit object if (v > 0.0) { h = true; break; } // Move a...
// Trace ray using sphere tracing // o : ray origin // u : ray direction // h : hit // s : Number of steps float SphereTracing(vec3 o, vec3 u, out bool h, out int s) {
1
1
WdVyDW
Moon519
2020-10-16T16:33:14
// Shadertoy implementation of "Segment Tracing using Local Lipschitz Bounds" - Eurographics 2020 // Eric Galin, Eric Guérin, Axel Paris, Adrien Peytavie // Paper: https://hal.archives-ouvertes.fr/hal-02507361/document // Video: https://www.youtube.com/watch?v=NOinlrHyieE&feature=youtu.be // Talk: https://www.youtube...
mit
[ 4465, 4570, 4631, 4631, 5512 ]
[ [ 950, 964, 995, 995, 1108 ], [ 1110, 1155, 1188, 1188, 1282 ], [ 1284, 1373, 1407, 1407, 1443 ], [ 1445, 1588, 1640, 1640, 1961 ], [ 1963, 2068, 2116, 2116, 2159 ], [ 2161, 2320, 2384...
// Trace ray using ray marching // o : ray origin // u : ray direction // h : hit // s : Number of steps
float SegmentTracing(vec3 o, vec3 u, out bool h, out int s) {
float t = ra; h = false; float candidate = 1.0; for(int i = 0; i < StepsMax; i++) { s++; vec3 p = o + t * u; float v = Object(p); // Hit object if (v > 0.0) { h = true; break; } // Lipschitz ...
// Trace ray using ray marching // o : ray origin // u : ray direction // h : hit // s : Number of steps float SegmentTracing(vec3 o, vec3 u, out bool h, out int s) {
1
1
WdVyDW
Moon519
2020-10-16T16:33:14
// Shadertoy implementation of "Segment Tracing using Local Lipschitz Bounds" - Eurographics 2020 // Eric Galin, Eric Guérin, Axel Paris, Adrien Peytavie // Paper: https://hal.archives-ouvertes.fr/hal-02507361/document // Video: https://www.youtube.com/watch?v=NOinlrHyieE&feature=youtu.be // Talk: https://www.youtube...
mit
[ 5514, 5535, 5561, 5561, 5683 ]
[ [ 950, 964, 995, 995, 1108 ], [ 1110, 1155, 1188, 1188, 1282 ], [ 1284, 1373, 1407, 1407, 1443 ], [ 1445, 1588, 1640, 1640, 1961 ], [ 1963, 2068, 2116, 2116, 2159 ], [ 2161, 2320, 2384...
// Shading functions
vec3 Background(vec3 rd) {
const vec3 C1 = vec3(0.8, 0.8, 0.9); const vec3 C2 = vec3(0.6, 0.8, 1.0); return mix(C1, C2, rd.y * 1.0 + 0.25); }
// Shading functions vec3 Background(vec3 rd) {
1
6
WsVcRd
pikmin2010
2020-10-25T01:49:01
// The MIT License // Copyright © 2013 Inigo Quilez // 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, publ...
mit
[ 2956, 2981, 3032, 3032, 3387 ]
[ [ 1622, 1622, 1647, 1647, 1666 ], [ 1667, 1667, 1692, 1692, 1711 ], [ 1712, 1712, 1748, 1748, 1776 ], [ 1780, 1826, 1853, 1853, 2000 ], [ 2002, 2048, 2075, 2075, 2222 ], [ 2224, 2270, ...
// arbitrary orientation
float sdCylinder(vec3 p, vec3 a, vec3 b, float r) {
vec3 pa = p - a; vec3 ba = b - a; float baba = dot(ba,ba); float paba = dot(pa,ba); float x = length(pa*baba-ba*paba) - r*baba; float y = abs(paba-baba*0.5)-baba*0.5; float x2 = x*x; float y2 = y*y*baba; float d = (max(x,y)<0.0)?-min(x2,y2):(((x>0.0)?x2:0.0)+((y>0.0)?y2:0.0)); ...
// arbitrary orientation float sdCylinder(vec3 p, vec3 a, vec3 b, float r) {
13
23
wdGfzD
IWBTShyGuy
2020-11-29T18:44:50
// Copyright © 2020 IWBTShyGuy // Attribution 4.0 International (CC BY 4.0) const float PI = 3.141592653; const float PI2 = 2.0 * PI; // square const int N = 4; // the circumradius of polygon const float R_POLY = 0.4; const float SCREW_THICKNESS = 0.02; // the half of thickness of polygon edges const float THICKNE...
cc-by-4.0
[ 602, 636, 663, 663, 922 ]
[ [ 602, 636, 663, 663, 922 ], [ 1170, 1170, 1199, 1199, 1308 ], [ 1310, 1310, 1356, 1356, 1478 ], [ 1480, 1480, 1510, 1510, 2066 ], [ 2068, 2068, 2137, 2137, 2970 ], [ 2972, 2972, 3043,...
// normalized fragment coordinate
vec2 uv_coord(vec2 coord) {
int max_idx = iResolution.x > iResolution.y ? 0 : 1; int min_idx = 1 - max_idx; vec2 aspect_vec = vec2(1.0, 1.0); aspect_vec[max_idx] = iResolution[max_idx] / iResolution[min_idx]; return 2.0 * coord / iResolution[min_idx] - aspect_vec; }
// normalized fragment coordinate vec2 uv_coord(vec2 coord) {
1
1
3dyfDd
iq
2020-12-17T12:19:02
// The MIT License // Copyright © 2020 Inigo Quilez // 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, publ...
mit
[ 1438, 1533, 1584, 1584, 1992 ]
[ [ 1438, 1533, 1584, 1584, 1992 ] ]
// .x = f(p) // .y = ∂f(p)/∂x // .z = ∂f(p)/∂y // .yz = ∇f(p) with ‖∇f(p)‖ = 1
vec3 sdgTriangleIsosceles( in vec2 p, in vec2 q ) {
float w = sign(p.x); p.x = abs(p.x); vec2 a = p - q*clamp( dot(p,q)/dot(q,q), 0.0, 1.0 ); vec2 b = p - q*vec2( clamp( p.x/q.x, 0.0, 1.0 ), 1.0 ); float k = sign( q.y ); float l1 = dot(a,a); float l2 = dot(b,b); float d = sqrt((l1<l2)?l1:l2); vec2 g = (l1<l2)? a: b; float s = ...
// .x = f(p) // .y = ∂f(p)/∂x // .z = ∂f(p)/∂y // .yz = ∇f(p) with ‖∇f(p)‖ = 1 vec3 sdgTriangleIsosceles( in vec2 p, in vec2 q ) {
1
1
3lGXRc
iq
2021-01-18T05:50:56
// The MIT License // Copyright © 2021 Inigo Quilez // 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, publ...
mit
[ 1402, 1497, 1539, 1539, 1970 ]
[ [ 1402, 1497, 1539, 1539, 1970 ], [ 1972, 1972, 2029, 2029, 2745 ] ]
// .x = f(p) // .y = ∂f(p)/∂x // .z = ∂f(p)/∂y // .yz = ∇f(p) with ‖∇f(p)‖ = 1
vec3 sdgVesica(vec2 p, float r, float d) {
vec2 s = sign(p); p = abs(p); float b = sqrt(r*r-d*d); // can delay this sqrt by rewriting the comparison vec3 res; if( (p.y-b)*d > p.x*b ) { vec2 q = vec2(p.x,p.y-b); float l = length(q)*sign(d); res = vec3( l, q/l ); } else { vec2 q = vec2(p.x+...
// .x = f(p) // .y = ∂f(p)/∂x // .z = ∂f(p)/∂y // .yz = ∇f(p) with ‖∇f(p)‖ = 1 vec3 sdgVesica(vec2 p, float r, float d) {
2
2
3tGXRc
iq
2021-01-18T05:35:51
// The MIT License // Copyright © 2021 Inigo Quilez // 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, publ...
mit
[ 1398, 1543, 1592, 1592, 1868 ]
[ [ 1398, 1543, 1592, 1592, 1868 ] ]
// .x = f(p) // .y = ∂f(p)/∂x // .z = ∂f(p)/∂y // .yz = ∇f(p) with ‖∇f(p)‖ = 1 // c is the sin/cos of the angle. r is the radius
vec3 sdgPie( in vec2 p, in vec2 c, in float r ) {
float s = sign(p.x); p.x = abs(p.x); float l = length(p); float n = l - r; vec2 q = p - c*clamp(dot(p,c),0.0,r); float m = length(q)* sign(c.y*p.x-c.x*p.y); vec3 res = (n>m) ? vec3(n,p/l) : vec3(m,q/m); return vec3(res.x,s*res.y,res.z); }
// .x = f(p) // .y = ∂f(p)/∂x // .z = ∂f(p)/∂y // .yz = ∇f(p) with ‖∇f(p)‖ = 1 // c is the sin/cos of the angle. r is the radius vec3 sdgPie( in vec2 p, in vec2 c, in float r ) {
1
1
tlVyWh
iq
2021-01-18T04:33:35
// The MIT License // Copyright © 2021 Inigo Quilez // 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, publ...
mit
[ 2203, 2298, 2343, 2343, 3260 ]
[ [ 2138, 2138, 2173, 2173, 2201 ], [ 2203, 2298, 2343, 2343, 3260 ] ]
// .x = f(p) // .y = ∂f(p)/∂x // .z = ∂f(p)/∂y // .yz = ∇f(p) with ‖∇f(p)‖ = 1
vec3 sdgTriangle( in vec2 p, in vec2 v[3] ) {
float gs = cro(v[0]-v[2],v[1]-v[0]); vec4 res; // edge 0 { vec2 e = v[1]-v[0]; vec2 w = p-v[0]; vec2 q = w-e*clamp(dot(w,e)/dot(e,e),0.0,1.0); float d = dot(q,q); float s = gs*cro(w,e); res = vec4(d,q,s); } // edge 1 { vec2 e = v[2]-v[1]; vec2 w =...
// .x = f(p) // .y = ∂f(p)/∂x // .z = ∂f(p)/∂y // .yz = ∇f(p) with ‖∇f(p)‖ = 1 vec3 sdgTriangle( in vec2 p, in vec2 v[3] ) {
1
1
wlccR2
butadiene
2021-01-11T04:43:22
// Description : GLSL 2D simplex noise function // Author : Ian McEwan, Ashima Arts // Maintainer : ijm // Lastmod : 20110822 (ijm) // License : // Copyright (C) 2011 Ashima Arts. All rights reserved. // Distributed under the MIT License. See LICENSE file. // https://github.com/ashima/webgl-noise // /...
mit
[ 1, 439, 460, 460, 507 ]
[ [ 1, 439, 460, 460, 507 ], [ 508, 508, 529, 529, 576 ], [ 577, 577, 599, 599, 634 ], [ 636, 636, 658, 711, 2408 ], [ 2429, 2517, 2553, 2553, 2698 ], [ 2700, 2700, 2724, 2724, 3...
// Description : GLSL 2D simplex noise function // Author : Ian McEwan, Ashima Arts // Maintainer : ijm // Lastmod : 20110822 (ijm) // License : // Copyright (C) 2011 Ashima Arts. All rights reserved. // Distributed under the MIT License. See LICENSE file. // https://github.com/ashima/webgl-noise // //...
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0; }
// Description : GLSL 2D simplex noise function // Author : Ian McEwan, Ashima Arts // Maintainer : ijm // Lastmod : 20110822 (ijm) // License : // Copyright (C) 2011 Ashima Arts. All rights reserved. // Distributed under the MIT License. See LICENSE file. // https://github.com/ashima/webgl-noise // //...
56
179
wlccR2
butadiene
2021-01-11T04:43:22
// Description : GLSL 2D simplex noise function // Author : Ian McEwan, Ashima Arts // Maintainer : ijm // Lastmod : 20110822 (ijm) // License : // Copyright (C) 2011 Ashima Arts. All rights reserved. // Distributed under the MIT License. See LICENSE file. // https://github.com/ashima/webgl-noise // /...
mit
[ 2429, 2517, 2553, 2553, 2698 ]
[ [ 1, 439, 460, 460, 507 ], [ 508, 508, 529, 529, 576 ], [ 577, 577, 599, 599, 634 ], [ 636, 636, 658, 711, 2408 ], [ 2429, 2517, 2553, 2553, 2698 ], [ 2700, 2700, 2724, 2724, 3...
// Ridged multifractal // See "Texturing & Modeling, A Procedural Approach", Chapter 12
float ridge(float h, float offset) {
h = abs(h); // create creases h = offset - h; // invert so creases are at top h = h * h; // sharpen creases return h; }
// Ridged multifractal // See "Texturing & Modeling, A Procedural Approach", Chapter 12 float ridge(float h, float offset) {
2
2
WtGXRc
iq
2021-01-20T05:53:42
// The MIT License // Copyright © 2020 Inigo Quilez // 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, publ...
mit
[ 2139, 2313, 2391, 2391, 2794 ]
[ [ 2139, 2313, 2391, 2391, 2794 ] ]
// .x = f(p) // .y = ∂f(p)/∂x // .z = ∂f(p)/∂y // .yz = ∇f(p) with ‖∇f(p)‖ = 1 // sca is the sin/cos of the orientation // scb is the sin/cos of the aperture
vec3 sdgArc( in vec2 p, in vec2 sca, in vec2 scb, in float ra, in float rb ) {
vec2 q = p; mat2 ma = mat2(sca.x,-sca.y,sca.y,sca.x); p = ma*p; float s = sign(p.x); p.x = abs(p.x); if( scb.y*p.x > scb.x*p.y ) { vec2 w = p - ra*scb; float d = length(w); return vec3( d-rb, vec2(s*w.x,w.y)*ma/d ); } else { float l = length(q...
// .x = f(p) // .y = ∂f(p)/∂x // .z = ∂f(p)/∂y // .yz = ∇f(p) with ‖∇f(p)‖ = 1 // sca is the sin/cos of the orientation // scb is the sin/cos of the aperture vec3 sdgArc( in vec2 p, in vec2 sca, in vec2 scb, in float ra, in float rb ) {
1
1
WtVcD1
iq
2021-01-18T04:35:08
// The MIT License // Copyright © 2021 Inigo Quilez // 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, publ...
mit
[ 1401, 1496, 1531, 1531, 1559 ]
[ [ 1401, 1496, 1531, 1531, 1559 ], [ 1560, 1560, 1601, 1601, 2796 ] ]
// .x = f(p) // .y = ∂f(p)/∂x // .z = ∂f(p)/∂y // .yz = ∇f(p) with ‖∇f(p)‖ = 1
float cro( in vec2 a, in vec2 b ) {
return a.x*b.y - a.y*b.x; }
// .x = f(p) // .y = ∂f(p)/∂x // .z = ∂f(p)/∂y // .yz = ∇f(p) with ‖∇f(p)‖ = 1 float cro( in vec2 a, in vec2 b ) {
8
8
3lcfR8
iq
2021-02-01T13:38:00
// The MIT License // Copyright © 2021 Inigo Quilez // 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, publ...
mit
[ 2323, 2418, 2457, 2473, 3159 ]
[ [ 2323, 2418, 2457, 2473, 3159 ] ]
// .x = f(p) // .y = ∂f(p)/∂x // .z = ∂f(p)/∂y // .yz = ∇f(p) with ‖∇f(p)‖ = 1
vec3 sdgEllipse( vec2 p, in vec2 ab ) {
vec2 sp = sign(p); p = abs( p ); // determine in/out and initial value bool s = dot(p/ab,p/ab)>1.0; float w = atan(p.y*ab.x, p.x*ab.y); if(!s) w=(ab.x*(p.x-ab.x)<ab.y*(p.y-ab.y))? 1.570796327 : 0.0; // Newton root solver for( int i=0; i<4; i++ ) { vec2 cs = vec2(cos(w),s...
// .x = f(p) // .y = ∂f(p)/∂x // .z = ∂f(p)/∂y // .yz = ∇f(p) with ‖∇f(p)‖ = 1 vec3 sdgEllipse( vec2 p, in vec2 ab ) {
1
1
wlyBWm
PauloFalcao
2021-02-27T18:14:26
// Smooth Repetition // by @paulofalcao // // CC0 1.0 Universal https://creativecommons.org/publicdomain/zero/1.0/ // // Twitter: @paulofalcao // https://twitter.com/paulofalcao/status/1365726720695934979 // // YouTube playing with this and Material Maker // https://www.youtube.com/watch?v=HoAQ7DFRzQE // // I was using...
cc0-1.0
[ 873, 1012, 1076, 1076, 1148 ]
[ [ 873, 1012, 1076, 1076, 1148 ], [ 1281, 1281, 1336, 1336, 1545 ], [ 1974, 1974, 1999, 1999, 2014 ], [ 2016, 2016, 2061, 2061, 2152 ], [ 2154, 2154, 2187, 2187, 2242 ], [ 2315, 2315, 2...
//Change asin_sin_mode to true to use this mode (default) //blackle mode asin(sin(x)*S) with S between 0 and 1 (higher values less smooth)
vec2 smoothrepeat_asin_sin(vec2 p,float smooth_size,float size){
p/=size; p=asin(sin(p)*(1.0-smooth_size)); return p*size; }
//Change asin_sin_mode to true to use this mode (default) //blackle mode asin(sin(x)*S) with S between 0 and 1 (higher values less smooth) vec2 smoothrepeat_asin_sin(vec2 p,float smooth_size,float size){
2
2
wtcfzM
iq
2021-02-04T12:38:04
// The MIT License // Copyright © 2021 Inigo Quilez // 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, publ...
mit
[ 1490, 1607, 1652, 1652, 1777 ]
[ [ 1490, 1607, 1652, 1652, 1777 ] ]
// .x = f(p) // .y = ∂f(p)/∂x // .z = ∂f(p)/∂y // .w = ∂f(p)/∂z // .yzw = ∇f(p) with ‖∇f(p)‖ = 1
vec4 sdgTorus( vec3 p, float ra, float rb ) {
float h = length(p.xz); return vec4( length(vec2(h-ra,p.y))-rb, normalize(p*vec3(h-ra,h,h-ra)) ); }
// .x = f(p) // .y = ∂f(p)/∂x // .z = ∂f(p)/∂y // .w = ∂f(p)/∂z // .yzw = ∇f(p) with ‖∇f(p)‖ = 1 vec4 sdgTorus( vec3 p, float ra, float rb ) {
2
2
WttfR7
iq
2021-02-04T12:39:44
// The MIT License // Copyright © 2021 Inigo Quilez // 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, publ...
mit
[ 1488, 1605, 1657, 1657, 1831 ]
[ [ 1488, 1605, 1657, 1657, 1831 ] ]
// .x = f(p) // .y = ∂f(p)/∂x // .z = ∂f(p)/∂y // .w = ∂f(p)/∂z // .yzw = ∇f(p) with ‖∇f(p)‖ = 1
vec4 sdgSegment( vec3 p, vec3 a, vec3 b, float r ) {
vec3 ba = b-a; vec3 pa = p-a; float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 ); vec3 q = pa-h*ba; float d = length(q); return vec4(d-r,q/d); }
// .x = f(p) // .y = ∂f(p)/∂x // .z = ∂f(p)/∂y // .w = ∂f(p)/∂z // .yzw = ∇f(p) with ‖∇f(p)‖ = 1 vec4 sdgSegment( vec3 p, vec3 a, vec3 b, float r ) {
1
1
7dlGRf
iq
2021-03-22T09:36:51
// The MIT License // Copyright © 2021 Inigo Quilez // 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, publ...
mit
[ 1491, 1554, 1622, 1622, 2035 ]
[ [ 1491, 1554, 1622, 1622, 2035 ], [ 2037, 2037, 2105, 2105, 2572 ], [ 2574, 2574, 2642, 2655, 3117 ], [ 3119, 3119, 3185, 3185, 3400 ], [ 3402, 3402, 3459, 3459, 4236 ] ]
// signed distance to a 2D parallelogram (width, height, skew)
float sdParallelogram_1( in vec2 p, float wi, float he, float sk ) {
vec2 e = vec2(sk,he); float e2 = sk*sk + he*he; p = (p.y<0.0)?-p:p; // horizontal edge vec2 w = p - e; w.x -= clamp(w.x,-wi,wi); vec2 d = vec2(dot(w,w), -w.y); // vertical edge float s = p.x*e.y - p.y*e.x; p = (s<0.0)?-p:p; vec2 v = p - vec2(wi,0); v -= e*clamp(dot(v,e)/e2...
// signed distance to a 2D parallelogram (width, height, skew) float sdParallelogram_1( in vec2 p, float wi, float he, float sk ) {
1
1
sssGzX
iq
2021-03-22T18:46:06
// The MIT License // Copyright © 2021 Inigo Quilez // 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, publ...
mit
[ 1408, 1503, 1569, 1569, 2183 ]
[ [ 1408, 1503, 1569, 1569, 2183 ] ]
// .x = f(p) // .y = ∂f(p)/∂x // .z = ∂f(p)/∂y // .yz = ∇f(p) with ‖∇f(p)‖ = 1
vec3 sdgParallelogram( in vec2 p, float wi, float he, float sk ) {
vec2 e = vec2(sk,he); float v = 1.0; if( p.y<0.0 ) { p=-p;v=-v;} // horizontal edge vec2 w = p - e; w.x -= clamp(w.x,-wi,wi); vec4 dsg = vec4(dot(w,w),v*w,w.y); // vertical edge float s = p.x*e.y - p.y*e.x; if( s<0.0 ) { p=-p; v=-v; } vec2 q = p - vec2(wi,0); q -= e*clam...
// .x = f(p) // .y = ∂f(p)/∂x // .z = ∂f(p)/∂y // .yz = ∇f(p) with ‖∇f(p)‖ = 1 vec3 sdgParallelogram( in vec2 p, float wi, float he, float sk ) {
1
1
WlGfWc
jorge2017a1
2021-03-07T21:16:49
//Modificado por jorge2017a1 ----jorgeFloresP //Referencia de IQ https://www.shadertoy.com/view/wdBXRW // The MIT License // Copyright © 2019 Inigo Quilez // 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 th...
mit
[ 1977, 2015, 2051, 2051, 2096 ]
[ [ 1809, 1809, 1842, 1842, 1864 ], [ 1865, 1865, 1898, 1898, 1920 ], [ 1921, 1921, 1954, 1954, 1975 ], [ 1977, 2015, 2051, 2051, 2096 ], [ 2097, 2110, 2147, 2147, 2227 ], [ 2230, 2230, ...
//----------oPeraciones de Repeticion
float opRep1D( float p, float c ) {
float q = mod(p+0.5*c,c)-0.5*c; return q ;}
//----------oPeraciones de Repeticion float opRep1D( float p, float c ) {
121
121
7d23DR
mrange
2021-04-01T09:24:32
// License CC0: 2D Amoebas // While messing around I stumbled on a simple "amoeba" lika effect. // Nothing complicated but nice IMHO so I shared #define RESOLUTION iResolution #define TIME iTime float circle(vec2 p, float r) { return length(p) - r; } // IQ's polynominal min float pmin(float a, float b, flo...
cc0-1.0
[ 264, 288, 327, 327, 420 ]
[ [ 205, 205, 236, 236, 262 ], [ 264, 288, 327, 327, 420 ], [ 422, 453, 489, 489, 583 ], [ 586, 586, 604, 634, 1068 ], [ 1070, 1070, 1107, 1107, 1359 ], [ 1361, 1361, 1416, 1416, ...
// IQ's polynominal min
float pmin(float a, float b, float k) {
float h = clamp( 0.5+0.5*(b-a)/k, 0.0, 1.0 ); return mix( b, a, h ) - k*h*(1.0-h); }
// IQ's polynominal min float pmin(float a, float b, float k) {
6
107
7d23DR
mrange
2021-04-01T09:24:32
// License CC0: 2D Amoebas // While messing around I stumbled on a simple "amoeba" lika effect. // Nothing complicated but nice IMHO so I shared #define RESOLUTION iResolution #define TIME iTime float circle(vec2 p, float r) { return length(p) - r; } // IQ's polynominal min float pmin(float a, float b, flo...
cc0-1.0
[ 422, 453, 489, 489, 583 ]
[ [ 205, 205, 236, 236, 262 ], [ 264, 288, 327, 327, 420 ], [ 422, 453, 489, 489, 583 ], [ 586, 586, 604, 634, 1068 ], [ 1070, 1070, 1107, 1107, 1359 ], [ 1361, 1361, 1416, 1416, ...
// http://mercury.sexy/hg_sdf/
vec2 mod2(inout vec2 p, vec2 size) {
vec2 c = floor((p + size*0.5)/size); p = mod(p + size*0.5,size) - size*0.5; return c; }
// http://mercury.sexy/hg_sdf/ vec2 mod2(inout vec2 p, vec2 size) {
52
53
fdXXR4
mrange
2021-04-13T08:04:55
// License CC0: Starry background with nebula // Created for another shader but thought the background could be useful to others so extracted it // Controls how many layers of stars #define LAYERS 5.0 // QUINTIC or HERMITE interpolation? #define QUINTIC // How often to change the nebula #define PERIOD ...
cc0-1.0
[ 1991, 2031, 2053, 2053, 2625 ]
[ [ 666, 666, 694, 714, 790 ], [ 792, 792, 814, 814, 862 ], [ 864, 864, 885, 885, 967 ], [ 969, 969, 989, 989, 1126 ], [ 1128, 1207, 1229, 1229, 1398 ], [ 1400, 1431, 1467, 1467, ...
// From one of IQ's value noise shaders
float vnoise(vec2 x) {
vec2 i = floor(x); vec2 w = fract(x); #ifdef QUINTIC // quintic interpolation vec2 u = w*w*w*(w*(w*6.0-15.0)+10.0); #else // cubic interpolation vec2 u = w*w*(3.0-2.0*w); #endif float a = hash(i+vec2(0.0,0.0)); float b = hash(i+vec2(1.0,0.0)); float c = hash(i+vec2(0.0,1.0)); float d = hash(i...
// From one of IQ's value noise shaders float vnoise(vec2 x) {
1
5
NdS3WW
mrange
2021-04-02T13:52:21
// License CC0: The monolith, 1x4x9 #define TOLERANCE 0.0001 #define TIME iTime #define RESOLUTION iResolution #define ROT(a) mat2(cos(a), sin(a), -sin(a), cos(a)) #define L2(x) dot(x, x) #define PCOS(x) (0.5 + 0.5*cos(x)) #define SKYCOLOR(ro, rd) skyColor(...
cc0-1.0
[ 994, 1073, 1095, 1095, 1264 ]
[ [ 715, 715, 743, 763, 839 ], [ 841, 865, 904, 904, 992 ], [ 994, 1073, 1095, 1095, 1264 ], [ 1266, 1298, 1340, 1340, 1599 ], [ 1601, 1630, 1697, 1697, 2175 ], [ 2177, 2177, 2220, 2...
// https://stackoverflow.com/questions/15095909/from-rgb-to-hsv-in-opengl-glsl
vec3 hsv2rgb(vec3 c) {
const vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); }
// https://stackoverflow.com/questions/15095909/from-rgb-to-hsv-in-opengl-glsl vec3 hsv2rgb(vec3 c) {
22
237
NdS3WW
mrange
2021-04-02T13:52:21
// License CC0: The monolith, 1x4x9 #define TOLERANCE 0.0001 #define TIME iTime #define RESOLUTION iResolution #define ROT(a) mat2(cos(a), sin(a), -sin(a), cos(a)) #define L2(x) dot(x, x) #define PCOS(x) (0.5 + 0.5*cos(x)) #define SKYCOLOR(ro, rd) skyColor(...
cc0-1.0
[ 1266, 1298, 1340, 1340, 1599 ]
[ [ 715, 715, 743, 763, 839 ], [ 841, 865, 904, 904, 992 ], [ 994, 1073, 1095, 1095, 1264 ], [ 1266, 1298, 1340, 1340, 1599 ], [ 1601, 1630, 1697, 1697, 2175 ], [ 2177, 2177, 2220, 2...
// IQ's ray sphere intersection
vec2 raySphere(vec3 ro, vec3 rd, vec4 s) {
vec3 ce = s.xyz; float ra = s.w; vec3 oc = ro - ce; float b = dot( oc, rd ); float c = dot( oc, oc ) - ra*ra; float h = b*b - c; if( h<0.0 ) return vec2(miss); // no intersection h = sqrt( h ); return vec2( -b-h, -b+h ); }
// IQ's ray sphere intersection vec2 raySphere(vec3 ro, vec3 rd, vec4 s) {
2
2
NdS3WW
mrange
2021-04-02T13:52:21
// License CC0: The monolith, 1x4x9 #define TOLERANCE 0.0001 #define TIME iTime #define RESOLUTION iResolution #define ROT(a) mat2(cos(a), sin(a), -sin(a), cos(a)) #define L2(x) dot(x, x) #define PCOS(x) (0.5 + 0.5*cos(x)) #define SKYCOLOR(ro, rd) skyColor(...
cc0-1.0
[ 1601, 1630, 1697, 1697, 2175 ]
[ [ 715, 715, 743, 763, 839 ], [ 841, 865, 904, 904, 992 ], [ 994, 1073, 1095, 1095, 1264 ], [ 1266, 1298, 1340, 1340, 1599 ], [ 1601, 1630, 1697, 1697, 2175 ], [ 2177, 2177, 2220, 2...
// IQ's ray box intersection
vec2 rayBox(vec3 ro, vec3 rd, vec3 boxSize, out vec3 outNormal ) {
vec3 m = 1.0/rd; // can precompute if traversing a set of aligned boxes vec3 n = m*ro; // can precompute if traversing a set of aligned boxes vec3 k = abs(m)*boxSize; vec3 t1 = -n - k; vec3 t2 = -n + k; float tN = max( max( t1.x, t1.y ), t1.z ); float tF = min( min( t2.x, t2.y ), t2.z ); ...
// IQ's ray box intersection vec2 rayBox(vec3 ro, vec3 rd, vec3 boxSize, out vec3 outNormal ) {
1
3
NdsSRM
Dain
2021-04-14T12:40:26
// The MIT License // 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/...
mit
[ 1680, 1865, 1918, 1975, 2468 ]
[ [ 1680, 1865, 1918, 1975, 2468 ], [ 2470, 2538, 2589, 2589, 2675 ] ]
//A Z up oval, similiar to a capsule with a customizable mid radius // .x = f(p) // .y = ∂f(p)/∂x // .z = ∂f(p)/∂y // .w = ∂f(p)/∂z // .yzw = ∇f(p) with ‖∇f(p)‖ = 1
vec4 sdgOvalZ(vec3 pIn, float a, float b, float h) {
float r = a - b; //a must be greater than b! float l = (h * h - r * r) / (r+r); float sub2 = (a + l); float sub1 = sub2 - length(vec2(h, l)); vec2 p = vec2(length(pIn.xy), abs(pIn.z) ); bool isTop =((p.y-h)*l) > p.x * h; float y = isTop? h: 0.0; float x = isTop ? 0.0: l; vec2 p2 = ve...
//A Z up oval, similiar to a capsule with a customizable mid radius // .x = f(p) // .y = ∂f(p)/∂x // .z = ∂f(p)/∂y // .w = ∂f(p)/∂z // .yzw = ∇f(p) with ‖∇f(p)‖ = 1 vec4 sdgOvalZ(vec3 pIn, float a, float b, float h) {
1
1
NdsSRM
Dain
2021-04-14T12:40:26
// The MIT License // 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/...
mit
[ 2470, 2538, 2589, 2589, 2675 ]
[ [ 1680, 1865, 1918, 1975, 2468 ], [ 2470, 2538, 2589, 2589, 2675 ] ]
//This shader assumes Y is up, so wrapping it to call the Z up oval
vec4 sdgOvalY(vec3 p, float a, float b, float h) {
p.xyz = p.xzy; vec4 r= sdgOvalZ(p, a,b,h); r.yzw = r.ywz; return r; }
//This shader assumes Y is up, so wrapping it to call the Z up oval vec4 sdgOvalY(vec3 p, float a, float b, float h) {
1
1
sdSSzz
mrange
2021-04-27T17:05:27
// License CC0: Crystal skull // Perhaps it's just me that sees a glowing skull captured in a crystal? // Result after continued experimenting with marble fractals and different kinds of trap functions #define TIME iTime #define RESOLUTION iResolution #define ROT(a) mat2(cos(a), sin(a), ...
cc0-1.0
[ 1304, 1422, 1468, 1468, 2313 ]
[ [ 906, 906, 934, 954, 1030 ], [ 1032, 1111, 1133, 1133, 1302 ], [ 1304, 1422, 1468, 1468, 2313 ], [ 2315, 2315, 2345, 2345, 2382 ], [ 2384, 2384, 2431, 2509, 2688 ], [ 2690, 2690, 2733...
// Various ray object intersection from IQ: // https://www.iquilezles.org/www/articles/intersectors/intersectors.htm
float raySphere4(vec3 ro, vec3 rd, float ra) {
float r2 = ra*ra; vec3 d2 = rd*rd; vec3 d3 = d2*rd; vec3 o2 = ro*ro; vec3 o3 = o2*ro; float ka = 1.0/dot(d2,d2); float k3 = ka* dot(ro,d3); float k2 = ka* dot(o2,d2); float k1 = ka* dot(o3,rd); float k0 = ka*(dot(o2,o2) - r2*r2); float c2 = k2 - k3*k3; float c1 = k1 + 2.0*k3*k3*...
// Various ray object intersection from IQ: // https://www.iquilezles.org/www/articles/intersectors/intersectors.htm float raySphere4(vec3 ro, vec3 rd, float ra) {
2
3
sdSSzz
mrange
2021-04-27T17:05:27
// License CC0: Crystal skull // Perhaps it's just me that sees a glowing skull captured in a crystal? // Result after continued experimenting with marble fractals and different kinds of trap functions #define TIME iTime #define RESOLUTION iResolution #define ROT(a) mat2(cos(a), sin(a), ...
cc0-1.0
[ 3880, 3941, 3960, 3960, 4010 ]
[ [ 906, 906, 934, 954, 1030 ], [ 1032, 1111, 1133, 1133, 1302 ], [ 1304, 1422, 1468, 1468, 2313 ], [ 2315, 2315, 2345, 2345, 2382 ], [ 2384, 2384, 2431, 2509, 2688 ], [ 2690, 2690, 2733...
// Marble fractal from https://www.shadertoy.com/view/MtX3Ws
vec2 csqr(vec2 a) {
return vec2(a.x*a.x - a.y*a.y, 2.*a.x*a.y); }
// Marble fractal from https://www.shadertoy.com/view/MtX3Ws vec2 csqr(vec2 a) {
1
3
flsGDH
blackle
2021-05-26T07:32:11
//CC0 1.0 Universal https://creativecommons.org/publicdomain/zero/1.0/ //To the extent possible under law, Blackle Mori has waived all copyright and related or neighboring rights to this work. //this is further explorations in how domain repetition works //and under what scenarios a naively domain repeated object migh...
cc0-1.0
[ 2564, 2625, 2650, 2650, 2693 ]
[ [ 1190, 1190, 1228, 1228, 1292 ], [ 1294, 1294, 1321, 1321, 1403 ], [ 1405, 1405, 1424, 1424, 1485 ], [ 1487, 1487, 1528, 1528, 1639 ], [ 1650, 1650, 1671, 1671, 2422 ], [ 2424, 2424, ...
// https://iquilezles.org/www/articles/palettes/palettes.htm
vec3 palette( float t ) {
return cos(t+vec3(0,1.8,3.2))*.4+.6; }
// https://iquilezles.org/www/articles/palettes/palettes.htm vec3 palette( float t ) {
1
8
NtsGWH
blackle
2021-05-26T05:42:13
//CC0 1.0 Universal https://creativecommons.org/publicdomain/zero/1.0/ //To the extent possible under law, Blackle Mori has waived all copyright and related or neighboring rights to this work. float nozerosgn(float x) { return step(0.,x)*2.-1.; } vec2 nozerosgn(vec2 x) { return step(0.,x)*2.-1.; } //returns the vec...
cc0-1.0
[ 303, 448, 536, 633, 1009 ]
[ [ 194, 194, 220, 220, 247 ], [ 248, 248, 274, 274, 301 ], [ 303, 448, 536, 633, 1009 ], [ 1011, 1139, 1179, 1179, 1268 ], [ 1269, 1269, 1313, 1313, 1392 ], [ 1394, 1394, 1413, 1413...
//returns the vectors pointing to each edge of the box with dimensions d, //ordered by closeness to the point p. only valid inside the rectangle
void edge4(vec2 p, vec2 d, inout vec2 e1, inout vec2 e2, inout vec2 e3, inout vec2 e4) {
vec3 p3 = vec3(nozerosgn(p), 0); //this lets us construct the edge vectors p = abs(p); float c2 = nozerosgn(p.x+p.y-d.x-d.y+min(d.x,d.y)*2.); e1 = (p.x-d.x < p.y-d.y) ? p3.zy : p3.xz; e2 = c2*((c2 < 0. == p.x-d.x < p.y-d.y) ? p3.zy : p3.xz); e3 = -c2*((c2 < 0. == p.x+d.x < p.y+d.y) ? p3.zy : p...
//returns the vectors pointing to each edge of the box with dimensions d, //ordered by closeness to the point p. only valid inside the rectangle void edge4(vec2 p, vec2 d, inout vec2 e1, inout vec2 e2, inout vec2 e3, inout vec2 e4) {
1
1
NtsGWH
blackle
2021-05-26T05:42:13
//CC0 1.0 Universal https://creativecommons.org/publicdomain/zero/1.0/ //To the extent possible under law, Blackle Mori has waived all copyright and related or neighboring rights to this work. float nozerosgn(float x) { return step(0.,x)*2.-1.; } vec2 nozerosgn(vec2 x) { return step(0.,x)*2.-1.; } //returns the vec...
cc0-1.0
[ 1011, 1139, 1179, 1179, 1268 ]
[ [ 194, 194, 220, 220, 247 ], [ 248, 248, 274, 274, 301 ], [ 303, 448, 536, 633, 1009 ], [ 1011, 1139, 1179, 1179, 1268 ], [ 1269, 1269, 1313, 1313, 1392 ], [ 1394, 1394, 1413, 1413...
//rest of this is visualization code //colours in box cycle between the boundaries for the 1st, 2nd, 3rd, and 4th closest edge.
float linedist(vec2 p, vec2 a, vec2 b) {
float k = dot(p-a,b-a)/dot(b-a,b-a); return length(p-mix(a,b,clamp(k,0.,1.))); }
//rest of this is visualization code //colours in box cycle between the boundaries for the 1st, 2nd, 3rd, and 4th closest edge. float linedist(vec2 p, vec2 a, vec2 b) {
1
14
7l23zK
weasel
2021-06-22T13:35:25
// The MIT License // Copyright © 2021 Henrik Dick // 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, publi...
mit
[ 1315, 1335, 1354, 1354, 1451 ]
[ [ 1186, 1199, 1217, 1217, 1313 ], [ 1315, 1335, 1354, 1354, 1451 ], [ 1453, 1490, 1516, 1516, 1726 ], [ 1728, 1751, 1770, 1770, 1818 ], [ 1820, 1846, 1873, 1873, 1938 ], [ 1940, 1963, ...
// double factorial
float dfac(int n) {
float res = 1.0; for (int i = n; i > 1; i-=2) res *= float(i); return res; }
// double factorial float dfac(int n) {
3
3
7l23zK
weasel
2021-06-22T13:35:25
// The MIT License // Copyright © 2021 Henrik Dick // 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, publi...
mit
[ 1453, 1490, 1516, 1516, 1726 ]
[ [ 1186, 1199, 1217, 1217, 1313 ], [ 1315, 1335, 1354, 1354, 1451 ], [ 1453, 1490, 1516, 1516, 1726 ], [ 1728, 1751, 1770, 1770, 1818 ], [ 1820, 1846, 1873, 1873, 1938 ], [ 1940, 1963, ...
// fac(l-m)/fac(l+m) but more stable
float fac2(int l, int m) {
int am = abs(m); if (am > l) return 0.0; float res = 1.0; for (int i = max(l-am+1,2); i <= l+am; i++) res *= float(i); if (m < 0) return res; return 1.0 / res; }
// fac(l-m)/fac(l+m) but more stable float fac2(int l, int m) {
3
3
7l23zK
weasel
2021-06-22T13:35:25
// The MIT License // Copyright © 2021 Henrik Dick // 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, publi...
mit
[ 1728, 1751, 1770, 1770, 1818 ]
[ [ 1186, 1199, 1217, 1217, 1313 ], [ 1315, 1335, 1354, 1354, 1451 ], [ 1453, 1490, 1516, 1516, 1726 ], [ 1728, 1751, 1770, 1770, 1818 ], [ 1820, 1846, 1873, 1873, 1938 ], [ 1940, 1963, ...
// complex exponential
vec2 cexp(vec2 c) {
return exp(c.x)*vec2(cos(c.y), sin(c.y)); }
// complex exponential vec2 cexp(vec2 c) {
3
3
7l23zK
weasel
2021-06-22T13:35:25
// The MIT License // Copyright © 2021 Henrik Dick // 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, publi...
mit
[ 1820, 1846, 1873, 1873, 1938 ]
[ [ 1186, 1199, 1217, 1217, 1313 ], [ 1315, 1335, 1354, 1354, 1451 ], [ 1453, 1490, 1516, 1516, 1726 ], [ 1728, 1751, 1770, 1770, 1818 ], [ 1820, 1846, 1873, 1873, 1938 ], [ 1940, 1963, ...
// complex multiplication
vec2 cmul(vec2 a, vec2 b) {
return vec2(a.x * b.x - a.y * b.y, a.x * b.y + a.y * b.x); }
// complex multiplication vec2 cmul(vec2 a, vec2 b) {
5
15
7l23zK
weasel
2021-06-22T13:35:25
// The MIT License // Copyright © 2021 Henrik Dick // 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, publi...
mit
[ 2119, 2154, 2198, 2198, 2675 ]
[ [ 1186, 1199, 1217, 1217, 1313 ], [ 1315, 1335, 1354, 1354, 1451 ], [ 1453, 1490, 1516, 1516, 1726 ], [ 1728, 1751, 1770, 1770, 1818 ], [ 1820, 1846, 1873, 1873, 1938 ], [ 1940, 1963, ...
// associated legendre polynomials
float legendre_poly(float x, int l, int m) {
if (l < abs(m)) return 0.0; if (l == 0) return 1.0; float mul = m >= 0 ? 1.0 : float((~m&1)*2-1)*fac2(l,m); m = abs(m); // recursive calculation of legendre polynomial float lp1 = 0.0; float lp2 = float((~m&1)*2-1)*dfac(2*m-1)*pow(max(1.0-x*x, 1e-7), float(m)/2.0); for (...
// associated legendre polynomials float legendre_poly(float x, int l, int m) {
1
3
7l23zK
weasel
2021-06-22T13:35:25
// The MIT License // Copyright © 2021 Henrik Dick // 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, publi...
mit
[ 2677, 2709, 2765, 2765, 2943 ]
[ [ 1186, 1199, 1217, 1217, 1313 ], [ 1315, 1335, 1354, 1354, 1451 ], [ 1453, 1490, 1516, 1516, 1726 ], [ 1728, 1751, 1770, 1770, 1818 ], [ 1820, 1846, 1873, 1873, 1938 ], [ 1940, 1963, ...
// spherical harmonics function
vec2 sphere_harm(float theta, float phi, int l, int m) {
float abs_value = 1.0/SQRT2PI*sqrt(float(2*l+1)/2.0*fac2(l,m)) *legendre_poly(cos(theta), l, m); return cexp(vec2(0.0,float(m)*phi))*abs_value; }
// spherical harmonics function vec2 sphere_harm(float theta, float phi, int l, int m) {
3
3
7l23zK
weasel
2021-06-22T13:35:25
// The MIT License // Copyright © 2021 Henrik Dick // 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, publi...
mit
[ 3314, 3388, 3430, 3430, 3767 ]
[ [ 1186, 1199, 1217, 1217, 1313 ], [ 1315, 1335, 1354, 1354, 1451 ], [ 1453, 1490, 1516, 1516, 1726 ], [ 1728, 1751, 1770, 1770, 1818 ], [ 1820, 1846, 1873, 1873, 1938 ], [ 1940, 1963, ...
// radius dependent term of the 1/r potential eigenstates in atomic units
float radius_term(float r, int n, int l) {
float a0 = 1.0; // atomic radius float rr = r / a0; float n2 = 2.0 / float(n) / a0; float n3 = n2 * n2 * n2; float p1 = sqrt(n3 * fac2(n, l) * float(n-l)/float(n)); float p2 = exp(-rr/float(n)); float p3 = pow(n2*r, float(l)); float p4 = laguerre_poly(n2*r, n-l-1, 2*l+1); return p1 ...
// radius dependent term of the 1/r potential eigenstates in atomic units float radius_term(float r, int n, int l) {
1
1
7tj3DG
mrange
2021-06-25T18:20:12
// License CC0: Random friday fractal // Result after a bit of random coding on friday afternoon #define PI 3.141592654 #define TAU (2.0*PI) #define TIME iTime #define RESOLUTION iResolution #define ROT(a) mat2(cos(a), sin(a), -sin(a), cos(a)) #define TOLERANCE ...
cc0-1.0
[ 584, 637, 659, 659, 828 ]
[ [ 458, 458, 486, 506, 582 ], [ 584, 637, 659, 659, 828 ], [ 830, 830, 866, 866, 1099 ], [ 1101, 1101, 1128, 1128, 1215 ], [ 1217, 1217, 1256, 1256, 1345 ], [ 1347, 1347, 1386, 1386...
// From: https://stackoverflow.com/a/17897228/418488
vec3 hsv2rgb(vec3 c) {
const vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); }
// From: https://stackoverflow.com/a/17897228/418488 vec3 hsv2rgb(vec3 c) {
22
237
sdBSWc
iq
2021-06-21T05:20:04
// The MIT License // Copyright © 2021 Inigo Quilez // 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, publ...
mit
[ 1455, 1498, 1541, 1541, 1633 ]
[ [ 1455, 1498, 1541, 1541, 1633 ], [ 1635, 1679, 1723, 1723, 1805 ], [ 1852, 1852, 1892, 1892, 2029 ], [ 2031, 2031, 2060, 2060, 5437 ], [ 5439, 5439, 5460, 5460, 5558 ] ]
// Incorrect EaseInOut/Smoothstep velocity
float position_bad( float t, in float T ) {
return smoothstep(0.0,T,t)*t; //return (t<T) ? (t*t*t)/(T*T*T)*(3.0*T-2.0*t) : t; }
// Incorrect EaseInOut/Smoothstep velocity float position_bad( float t, in float T ) {
1
1
sdBSWc
iq
2021-06-21T05:20:04
// The MIT License // Copyright © 2021 Inigo Quilez // 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, publ...
mit
[ 1635, 1679, 1723, 1723, 1805 ]
[ [ 1455, 1498, 1541, 1541, 1633 ], [ 1635, 1679, 1723, 1723, 1805 ], [ 1852, 1852, 1892, 1892, 2029 ], [ 2031, 2031, 2060, 2060, 5437 ], [ 5439, 5439, 5460, 5460, 5558 ] ]
// Correct integral of EaseInOut/Smoothstep
float position_good( float t, in float T ) {
if( t>=T ) return t - 0.5*T; float f = t/T; return f*f*f*(T-t*0.5); }
// Correct integral of EaseInOut/Smoothstep float position_good( float t, in float T ) {
1
1
slj3Dd
iq
2021-06-30T05:08:46
// The MIT License // Copyright © 2021 Inigo Quilez // 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, publ...
mit
[ 1261, 1351, 1415, 1499, 2515 ]
[ [ 1261, 1351, 1415, 1499, 2515 ], [ 2517, 2517, 2574, 2610, 3581 ] ]
// The arrow goes from a to b. It's thickness is w1. The arrow // head's thickness is w2.
float sdArrow( in vec2 p, vec2 a, vec2 b, float w1, float w2 ) {
const float k = 3.0; // arrow head ratio vec2 ba = b - a; float l2 = dot(ba,ba); float l = sqrt(l2); // pixel setup p = p-a; p = mat2(ba.x,-ba.y,ba.y,ba.x)*p/l; p.y = abs(p.y); vec2 pz = p-vec2(l-w2*k,w2); // === distance (four segments) === vec2 q = p; q.x -= clamp(...
// The arrow goes from a to b. It's thickness is w1. The arrow // head's thickness is w2. float sdArrow( in vec2 p, vec2 a, vec2 b, float w1, float w2 ) {
1
2
4tsBD7
iq
2021-07-15T22:22:15
// The MIT License // Copyright © 2013 Inigo Quilez // 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, publ...
mit
[ 1395, 1433, 1505, 1505, 1623 ]
[ [ 1395, 1433, 1505, 1505, 1623 ], [ 1625, 1663, 1754, 1754, 1918 ] ]
// disk: center c, normal n, radius r
float diskIntersect( in vec3 ro, in vec3 rd, vec3 c, vec3 n, float r ) {
vec3 o = ro - c; float t = -dot(n,o)/dot(rd,n); vec3 q = o + rd*t; return (dot(q,q)<r*r) ? t : -1.0; }
// disk: center c, normal n, radius r float diskIntersect( in vec3 ro, in vec3 rd, vec3 c, vec3 n, float r ) {
1
1
ftXXWX
mrange
2021-07-18T19:01:48
// License CC0: Cable nest // Result after a few hours programming sunday afternoon #define TOLERANCE 0.0001 #define NORMTOL 0.00125 #define MAX_RAY_LENGTH 20.0 #define MAX_RAY_MARCHES 90 #define TIME iTime #define RESOLUTION iResolution #define ROT(a) mat2(cos(a), sin(a), -sin(...
cc0-1.0
[ 1069, 1144, 1202, 1202, 1683 ]
[ [ 510, 510, 532, 532, 678 ], [ 943, 943, 971, 991, 1067 ], [ 1069, 1144, 1202, 1202, 1683 ], [ 1685, 1685, 1707, 1707, 1755 ], [ 1757, 1757, 1781, 1781, 1829 ], [ 1831, 1831, 1856, ...
// https://iquilezles.org/www/articles/spherefunctions/spherefunctions.htm
float sphered(vec3 ro, vec3 rd, vec4 sph, float dbuffer) {
float ndbuffer = dbuffer/sph.w; vec3 rc = (ro - sph.xyz)/sph.w; float b = dot(rd,rc); float c = dot(rc,rc) - 1.0; float h = b*b - c; if( h<0.0 ) return 0.0; h = sqrt( h ); float t1 = -b - h; float t2 = -b + h; if( t2<0.0 || t1>ndbuffer ) return 0.0; t1 = max( t1, 0.0 );...
// https://iquilezles.org/www/articles/spherefunctions/spherefunctions.htm float sphered(vec3 ro, vec3 rd, vec4 sph, float dbuffer) {
8
11
NlXXzs
iq
2021-07-14T17:22:14
// The MIT License // Copyright © 2021 Inigo Quilez // 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, publ...
mit
[ 1209, 1475, 1517, 1517, 1710 ]
[ [ 1209, 1475, 1517, 1517, 1710 ], [ 1712, 1742, 1785, 1785, 2087 ], [ 2089, 2204, 2254, 2254, 2296 ], [ 2362, 2433, 2464, 2464, 2555 ], [ 2557, 2628, 2675, 2675, 2707 ], [ 2709, 2780, ...
// Returns the closest point o, a 3D box // p is the point we are at // b is the box radius (3 half side lengths) // The box is axis aligned and centered at the origin. For a box rotated // by M,you need to transform p and the returned point by inverse(M).
vec3 closestPointToBox( vec3 p, vec3 b ) {
vec3 d = abs(p) - b; float m = min(0.0,max(d.x,max(d.y,d.z))); return p - vec3(d.x>=m?d.x:0.0, d.y>=m?d.y:0.0, d.z>=m?d.z:0.0)*sign(p); }
// Returns the closest point o, a 3D box // p is the point we are at // b is the box radius (3 half side lengths) // The box is axis aligned and centered at the origin. For a box rotated // by M,you need to transform p and the returned point by inverse(M). vec3 closestPointToBox( vec3 p, vec3 b ) {
1
1
NlXXzs
iq
2021-07-14T17:22:14
// The MIT License // Copyright © 2021 Inigo Quilez // 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, publ...
mit
[ 2362, 2433, 2464, 2464, 2555 ]
[ [ 1209, 1475, 1517, 1517, 1710 ], [ 1712, 1742, 1785, 1785, 2087 ], [ 2089, 2204, 2254, 2254, 2296 ], [ 2362, 2433, 2464, 2464, 2555 ], [ 2557, 2628, 2675, 2675, 2707 ], [ 2709, 2780, ...
// https://iquilezles.org/www/articles/distfunctions/distfunctions.htm
float sdBox( vec3 p, vec3 b ) {
vec3 d = abs(p) - b; return min(max(d.x,max(d.y,d.z)),0.0) + length(max(d,0.0)); }
// https://iquilezles.org/www/articles/distfunctions/distfunctions.htm float sdBox( vec3 p, vec3 b ) {
61
579
NlXXzs
iq
2021-07-14T17:22:14
// The MIT License // Copyright © 2021 Inigo Quilez // 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, publ...
mit
[ 2557, 2628, 2675, 2675, 2707 ]
[ [ 1209, 1475, 1517, 1517, 1710 ], [ 1712, 1742, 1785, 1785, 2087 ], [ 2089, 2204, 2254, 2254, 2296 ], [ 2362, 2433, 2464, 2464, 2555 ], [ 2557, 2628, 2675, 2675, 2707 ], [ 2709, 2780, ...
// https://iquilezles.org/www/articles/distfunctions/distfunctions.htm
float sdSphere( vec3 p, vec3 cen, float rad ) {
return length(p-cen)-rad; }
// https://iquilezles.org/www/articles/distfunctions/distfunctions.htm float sdSphere( vec3 p, vec3 cen, float rad ) {
2
2
NlXXzs
iq
2021-07-14T17:22:14
// The MIT License // Copyright © 2021 Inigo Quilez // 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, publ...
mit
[ 2709, 2780, 2832, 2832, 2946 ]
[ [ 1209, 1475, 1517, 1517, 1710 ], [ 1712, 1742, 1785, 1785, 2087 ], [ 2089, 2204, 2254, 2254, 2296 ], [ 2362, 2433, 2464, 2464, 2555 ], [ 2557, 2628, 2675, 2675, 2707 ], [ 2709, 2780, ...
// https://iquilezles.org/www/articles/distfunctions/distfunctions.htm
float sdCapsule( vec3 p, vec3 a, vec3 b, float r ) {
vec3 pa = p-a, ba = b-a; float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 ); return length( pa - ba*h ) - r; }
// https://iquilezles.org/www/articles/distfunctions/distfunctions.htm float sdCapsule( vec3 p, vec3 a, vec3 b, float r ) {
56
160
NlXXzs
iq
2021-07-14T17:22:14
// The MIT License // Copyright © 2021 Inigo Quilez // 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, publ...
mit
[ 2948, 3019, 3064, 3064, 3352 ]
[ [ 1209, 1475, 1517, 1517, 1710 ], [ 1712, 1742, 1785, 1785, 2087 ], [ 2089, 2204, 2254, 2254, 2296 ], [ 2362, 2433, 2464, 2464, 2555 ], [ 2557, 2628, 2675, 2675, 2707 ], [ 2709, 2780, ...
// https://iquilezles.org/www/articles/distfunctions/distfunctions.htm
float sdBoxFrame( vec3 p, vec3 b, float e ) {
p = abs(p )-b; vec3 q = abs(p+e)-e; return min(min( length(max(vec3(p.x,q.y,q.z),0.0))+min(max(p.x,max(q.y,q.z)),0.0), length(max(vec3(q.x,p.y,q.z),0.0))+min(max(q.x,max(p.y,q.z)),0.0)), length(max(vec3(q.x,q.y,p.z),0.0))+min(max(q.x,max(q.y,p.z)),0.0)); }
// https://iquilezles.org/www/articles/distfunctions/distfunctions.htm float sdBoxFrame( vec3 p, vec3 b, float e ) {
1
20
NlXXzs
iq
2021-07-14T17:22:14
// The MIT License // Copyright © 2021 Inigo Quilez // 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, publ...
mit
[ 4276, 4340, 4393, 4393, 4692 ]
[ [ 1209, 1475, 1517, 1517, 1710 ], [ 1712, 1742, 1785, 1785, 2087 ], [ 2089, 2204, 2254, 2254, 2296 ], [ 2362, 2433, 2464, 2464, 2555 ], [ 2557, 2628, 2675, 2675, 2707 ], [ 2709, 2780, ...
// http://iquilezles.org/www/articles/normalsSDF/normalsSDF.htm
vec3 calcNormal( in vec3 pos, in bool showSurface ) {
vec2 e = vec2(1.0,-1.0)*0.5773; const float eps = 0.0005; return normalize( e.xyy*map( pos + e.xyy*eps, showSurface ).x + e.yyx*map( pos + e.yyx*eps, showSurface ).x + e.yxy*map( pos + e.yxy*eps, showSurface ).x + e.xxx*map( pos + e.xxx*eps, showSurface ).x ); }
// http://iquilezles.org/www/articles/normalsSDF/normalsSDF.htm vec3 calcNormal( in vec3 pos, in bool showSurface ) {
1
1
NlXXzs
iq
2021-07-14T17:22:14
// The MIT License // Copyright © 2021 Inigo Quilez // 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, publ...
mit
[ 4694, 4756, 4816, 4816, 5189 ]
[ [ 1209, 1475, 1517, 1517, 1710 ], [ 1712, 1742, 1785, 1785, 2087 ], [ 2089, 2204, 2254, 2254, 2296 ], [ 2362, 2433, 2464, 2464, 2555 ], [ 2557, 2628, 2675, 2675, 2707 ], [ 2709, 2780, ...
// http://iquilezles.org/www/articles/rmshadows/rmshadows.htm
float calcSoftShadow( vec3 ro, vec3 rd, bool showSurface ) {
float res = 1.0; const float tmax = 2.0; float t = 0.001; for( int i=0; i<64; i++ ) { float h = map(ro + t*rd, showSurface).x; res = min( res, 64.0*h/t ); t += clamp(h, 0.01,0.5); if( res<-1.0 || t>tmax ) break; } res = max(res,-1.0); return 0.25*(1.0...
// http://iquilezles.org/www/articles/rmshadows/rmshadows.htm float calcSoftShadow( vec3 ro, vec3 rd, bool showSurface ) {
1
1
fd33zn
mrange
2021-08-14T13:49:10
// License CC0: Saturday Torus // Inspired by: https://www.istockphoto.com/photo/black-and-white-stripes-projection-on-torus-gm488221403-39181884 #define PI 3.141592654 #define TAU (2.0*PI) #define TIME iTime #define TTIME (TAU*TIME) #define RESOLUTION iResolution #define ROT(a) ma...
cc0-1.0
[ 394, 510, 554, 554, 2612 ]
[ [ 394, 510, 554, 554, 2612 ], [ 2614, 2730, 2768, 2768, 2856 ], [ 2858, 2918, 2946, 3012, 3088 ], [ 3090, 3090, 3118, 3118, 4569 ], [ 4571, 4658, 4694, 4694, 4927 ], [ 4929, 4929, 4986...
// License: MIT, author: Inigo Quilez, found: https://www.iquilezles.org/www/articles/intersectors/intersectors.htm
float rayTorus(vec3 ro, vec3 rd, vec2 tor) {
float po = 1.0; float Ra2 = tor.x*tor.x; float ra2 = tor.y*tor.y; float m = dot(ro,ro); float n = dot(ro,rd); // bounding sphere { float h = n*n - m + (tor.x+tor.y)*(tor.x+tor.y); if(h<0.0) return -1.0; //float t = -n-sqrt(h); // could use this to compute intersections from ro+t*rd } ...
// License: MIT, author: Inigo Quilez, found: https://www.iquilezles.org/www/articles/intersectors/intersectors.htm float rayTorus(vec3 ro, vec3 rd, vec2 tor) {
2
2
fd33zn
mrange
2021-08-14T13:49:10
// License CC0: Saturday Torus // Inspired by: https://www.istockphoto.com/photo/black-and-white-stripes-projection-on-torus-gm488221403-39181884 #define PI 3.141592654 #define TAU (2.0*PI) #define TIME iTime #define TTIME (TAU*TIME) #define RESOLUTION iResolution #define ROT(a) ma...
cc0-1.0
[ 2614, 2730, 2768, 2768, 2856 ]
[ [ 394, 510, 554, 554, 2612 ], [ 2614, 2730, 2768, 2768, 2856 ], [ 2858, 2918, 2946, 3012, 3088 ], [ 3090, 3090, 3118, 3118, 4569 ], [ 4571, 4658, 4694, 4694, 4927 ], [ 4929, 4929, 4986...
// License: MIT, author: Inigo Quilez, found: https://www.iquilezles.org/www/articles/intersectors/intersectors.htm
vec3 torusNormal(vec3 pos, vec2 tor) {
return normalize(pos*(dot(pos,pos)- tor.y*tor.y - tor.x*tor.x*vec3(1.0,1.0,-1.0))); }
// License: MIT, author: Inigo Quilez, found: https://www.iquilezles.org/www/articles/intersectors/intersectors.htm vec3 torusNormal(vec3 pos, vec2 tor) {
2
2
fd33zn
mrange
2021-08-14T13:49:10
// License CC0: Saturday Torus // Inspired by: https://www.istockphoto.com/photo/black-and-white-stripes-projection-on-torus-gm488221403-39181884 #define PI 3.141592654 #define TAU (2.0*PI) #define TIME iTime #define TTIME (TAU*TIME) #define RESOLUTION iResolution #define ROT(a) ma...
cc0-1.0
[ 2858, 2918, 2946, 3012, 3088 ]
[ [ 394, 510, 554, 554, 2612 ], [ 2614, 2730, 2768, 2768, 2856 ], [ 2858, 2918, 2946, 3012, 3088 ], [ 3090, 3090, 3118, 3118, 4569 ], [ 4571, 4658, 4694, 4694, 4927 ], [ 4929, 4929, 4986...
// License: Unknown, author: Unknown, found: don't remember
float tanh_approx(float x) {
float x2 = x*x; return clamp(x*(27.0 + x2)/(27.0+9.0*x2), -1.0, 1.0); }
// License: Unknown, author: Unknown, found: don't remember float tanh_approx(float x) {
100
102
fd33zn
mrange
2021-08-14T13:49:10
// License CC0: Saturday Torus // Inspired by: https://www.istockphoto.com/photo/black-and-white-stripes-projection-on-torus-gm488221403-39181884 #define PI 3.141592654 #define TAU (2.0*PI) #define TIME iTime #define TTIME (TAU*TIME) #define RESOLUTION iResolution #define ROT(a) ma...
cc0-1.0
[ 4571, 4658, 4694, 4694, 4927 ]
[ [ 394, 510, 554, 554, 2612 ], [ 2614, 2730, 2768, 2768, 2856 ], [ 2858, 2918, 2946, 3012, 3088 ], [ 3090, 3090, 3118, 3118, 4569 ], [ 4571, 4658, 4694, 4694, 4927 ], [ 4929, 4929, 4986...
// License: MIT, author: Inigo Quilez, found: https://www.iquilezles.org/www/index.htm
vec3 postProcess(vec3 col, vec2 q) {
col = clamp(col, 0.0, 1.0); col = pow(col, 1.0/vec3(2.2)); col = col*0.6+0.4*col*col*(3.0-2.0*col); col = mix(col, vec3(dot(col, vec3(0.33))), -0.4); col *=0.5+0.5*pow(19.0*q.x*q.y*(1.0-q.x)*(1.0-q.y),0.7); return col; }
// License: MIT, author: Inigo Quilez, found: https://www.iquilezles.org/www/index.htm vec3 postProcess(vec3 col, vec2 q) {
6
43
sscGz4
unjello
2021-08-17T18:12:56
/// Exodus / Aberration Creations, a 4k intro /// 3rd place @ MAGFest 2019 /// License: CC0 /// /// Effects inspired by: /// Octahedral Voxel Tracing / fizzer: https://www.shadertoy.com/view/4lcfDB /// Swirly Strands / Plento: https://www.shadertoy.com/view/MtKfWy /// InFX.1 / patu: https://www.shadertoy.com/view/llSSR...
cc0-1.0
[ 800, 856, 883, 883, 958 ]
[ [ 800, 856, 883, 883, 958 ], [ 960, 960, 983, 983, 1506 ], [ 1508, 1508, 1542, 1542, 1570 ], [ 1572, 1603, 1642, 1642, 1708 ], [ 1710, 1710, 1746, 1746, 1766 ], [ 1768, 1768, 1802, ...
// random took from // https://thebookofshaders.com/11/
float random (in vec2 st) {
return fract(sin(dot(st.xy, vec2(12.9898,78.233))) * 43758.5453123); }
// random took from // https://thebookofshaders.com/11/ float random (in vec2 st) {
4
113
sscGz4
unjello
2021-08-17T18:12:56
/// Exodus / Aberration Creations, a 4k intro /// 3rd place @ MAGFest 2019 /// License: CC0 /// /// Effects inspired by: /// Octahedral Voxel Tracing / fizzer: https://www.shadertoy.com/view/4lcfDB /// Swirly Strands / Plento: https://www.shadertoy.com/view/MtKfWy /// InFX.1 / patu: https://www.shadertoy.com/view/llSSR...
cc0-1.0
[ 1572, 1603, 1642, 1642, 1708 ]
[ [ 800, 856, 883, 883, 958 ], [ 960, 960, 983, 983, 1506 ], [ 1508, 1508, 1542, 1542, 1570 ], [ 1572, 1603, 1642, 1642, 1708 ], [ 1710, 1710, 1746, 1746, 1766 ], [ 1768, 1768, 1802, ...
// http://mercury.sexy/hg_sdf/
float sdfCubeCheap(vec3 p, vec3 size) {
vec3 d = abs(p) - size; return max(d.x, max(d.y, d.z)); }
// http://mercury.sexy/hg_sdf/ float sdfCubeCheap(vec3 p, vec3 size) {
1
1
sscGz4
unjello
2021-08-17T18:12:56
/// Exodus / Aberration Creations, a 4k intro /// 3rd place @ MAGFest 2019 /// License: CC0 /// /// Effects inspired by: /// Octahedral Voxel Tracing / fizzer: https://www.shadertoy.com/view/4lcfDB /// Swirly Strands / Plento: https://www.shadertoy.com/view/MtKfWy /// InFX.1 / patu: https://www.shadertoy.com/view/llSSR...
cc0-1.0
[ 2240, 2320, 2349, 2349, 2682 ]
[ [ 800, 856, 883, 883, 958 ], [ 960, 960, 983, 983, 1506 ], [ 1508, 1508, 1542, 1542, 1570 ], [ 1572, 1603, 1642, 1642, 1708 ], [ 1710, 1710, 1746, 1746, 1766 ], [ 1768, 1768, 1802, ...
// https://www1.udel.edu/biology/rosewc/kaap427627/notes/matrices_rotations.pdf
mat3 fullRotate(vec3 theta) {
float sx=sin(theta.x); float cx=cos(theta.x); float sy=sin(theta.y); float cy=cos(theta.y); float sz=sin(theta.z); float cz=cos(theta.z); return mat3( vec3(cy*cz, -cy*sz, sy), vec3(sx*sy*cz+cx*sz, -sx*sy*sz+cx*cz, -sx*cy), vec3(-cx*sy*cz+sx*sz, cx*sy*sz+sx*cz, cx*cy)...
// https://www1.udel.edu/biology/rosewc/kaap427627/notes/matrices_rotations.pdf mat3 fullRotate(vec3 theta) {
1
1
sscGz4
unjello
2021-08-17T18:12:56
/// Exodus / Aberration Creations, a 4k intro /// 3rd place @ MAGFest 2019 /// License: CC0 /// /// Effects inspired by: /// Octahedral Voxel Tracing / fizzer: https://www.shadertoy.com/view/4lcfDB /// Swirly Strands / Plento: https://www.shadertoy.com/view/MtKfWy /// InFX.1 / patu: https://www.shadertoy.com/view/llSSR...
cc0-1.0
[ 5878, 5945, 6005, 6005, 6192 ]
[ [ 800, 856, 883, 883, 958 ], [ 960, 960, 983, 983, 1506 ], [ 1508, 1508, 1542, 1542, 1570 ], [ 1572, 1603, 1642, 1642, 1708 ], [ 1710, 1710, 1746, 1746, 1766 ], [ 1768, 1768, 1802, ...
// http://learnwebgl.brown37.net/09_lights/lights_attenuation.html
vec3 getSunLightColor(vec3 eye, vec3 dir, vec3 p, vec3 lp) {
vec3 sun_pos = eye; vec3 L = sun_pos - p; float d = max(length(L), EPSILON); float atten = 1.0 / (1.0 + d*0.2 + d*d*0.1); vec3 c = (K_a + K_d + K_s)*atten; return c; }
// http://learnwebgl.brown37.net/09_lights/lights_attenuation.html vec3 getSunLightColor(vec3 eye, vec3 dir, vec3 p, vec3 lp) {
1
1
7sdXz7
mrange
2021-09-29T08:15:20
// License CC0: Simple circle tiling // Been working too much lately to do shader stuff. // But today I experimented a bit with tiling so thought I share #define TIME iTime #define RESOLUTION iResolution #define ROT(a) mat2(cos(a), sin(a), -sin(a), cos(a)) #define PI 3.141592654 #define TAU ...
cc0-1.0
[ 1009, 1095, 1131, 1131, 1225 ]
[ [ 486, 486, 508, 508, 654 ], [ 950, 950, 981, 981, 1007 ], [ 1009, 1095, 1131, 1131, 1225 ], [ 1227, 1293, 1314, 1314, 1382 ], [ 1384, 1384, 1429, 1429, 1722 ], [ 1724, 1811, 1847, ...
// License: MIT OR CC-BY-NC-4.0, author: mercury, found: https://mercury.sexy/hg_sdf/
vec2 mod2(inout vec2 p, vec2 size) {
vec2 c = floor((p + size*0.5)/size); p = mod(p + size*0.5,size) - size*0.5; return c; }
// License: MIT OR CC-BY-NC-4.0, author: mercury, found: https://mercury.sexy/hg_sdf/ vec2 mod2(inout vec2 p, vec2 size) {
52
53
7sdXz7
mrange
2021-09-29T08:15:20
// License CC0: Simple circle tiling // Been working too much lately to do shader stuff. // But today I experimented a bit with tiling so thought I share #define TIME iTime #define RESOLUTION iResolution #define ROT(a) mat2(cos(a), sin(a), -sin(a), cos(a)) #define PI 3.141592654 #define TAU ...
cc0-1.0
[ 1227, 1293, 1314, 1314, 1382 ]
[ [ 486, 486, 508, 508, 654 ], [ 950, 950, 981, 981, 1007 ], [ 1009, 1095, 1131, 1131, 1225 ], [ 1227, 1293, 1314, 1314, 1382 ], [ 1384, 1384, 1429, 1429, 1722 ], [ 1724, 1811, 1847, ...
// License: Unknown, author: Hexler, found: Kodelife example Grid
float hash(vec2 uv) {
return fract(sin(dot(uv, vec2(12.9898, 78.233))) * 43758.5453); }
// License: Unknown, author: Hexler, found: Kodelife example Grid float hash(vec2 uv) {
3
21
NstSDn
mrange
2021-09-29T19:44:14
// License CC0: Adaptive tile sizes // Been working too much lately to do shader stuff. // But today I experimented a bit with tiling so thought I share #define TIME iTime #define RESOLUTION iResolution #define ROT(a) mat2(cos(a), sin(a), -sin(a), cos(a)) #define PI 3.141592654 #define TAU ...
cc0-1.0
[ 1223, 1341, 1362, 1362, 1582 ]
[ [ 541, 541, 563, 563, 709 ], [ 1005, 1091, 1127, 1127, 1221 ], [ 1223, 1341, 1362, 1362, 1582 ], [ 1584, 1702, 1729, 1729, 1809 ], [ 1811, 1811, 1832, 1832, 1941 ], [ 1943, 1943, 1990,...
// License: MIT, author: Inigo Quilez, found: https://iquilezles.org/www/articles/distfunctions2d/distfunctions2d.htm
float heart(vec2 p) {
p.x = abs(p.x); if( p.y+p.x>1.0 ) return sqrt(DOT2(p-vec2(0.25,0.75))) - sqrt(2.0)/4.0; return sqrt(min(DOT2(p-vec2(0.00,1.00)), DOT2(p-0.5*max(p.x+p.y,0.0)))) * sign(p.x-p.y); }
// License: MIT, author: Inigo Quilez, found: https://iquilezles.org/www/articles/distfunctions2d/distfunctions2d.htm float heart(vec2 p) {
1
12
NstSDn
mrange
2021-09-29T19:44:14
// License CC0: Adaptive tile sizes // Been working too much lately to do shader stuff. // But today I experimented a bit with tiling so thought I share #define TIME iTime #define RESOLUTION iResolution #define ROT(a) mat2(cos(a), sin(a), -sin(a), cos(a)) #define PI 3.141592654 #define TAU ...
cc0-1.0
[ 1584, 1702, 1729, 1729, 1809 ]
[ [ 541, 541, 563, 563, 709 ], [ 1005, 1091, 1127, 1127, 1221 ], [ 1223, 1341, 1362, 1362, 1582 ], [ 1584, 1702, 1729, 1729, 1809 ], [ 1811, 1811, 1832, 1832, 1941 ], [ 1943, 1943, 1990,...
// License: MIT, author: Inigo Quilez, found: https://iquilezles.org/www/articles/distfunctions2d/distfunctions2d.htm
float box(vec2 p, vec2 b) {
vec2 d = abs(p)-b; return length(max(d,0.0)) + min(max(d.x,d.y),0.0); }
// License: MIT, author: Inigo Quilez, found: https://iquilezles.org/www/articles/distfunctions2d/distfunctions2d.htm float box(vec2 p, vec2 b) {
4
62
wtVyDz
iq
2021-09-09T02:12:40
// The MIT License // Copyright © 2021 Inigo Quilez // 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, publ...
mit
[ 1531, 1560, 1610, 1610, 1638 ]
[ [ 1275, 1275, 1336, 1336, 1472 ], [ 1531, 1560, 1610, 1610, 1638 ], [ 1640, 1670, 1722, 1722, 1842 ], [ 1844, 1880, 1914, 1914, 1940 ], [ 1941, 1941, 1966, 1966, 1985 ], [ 1986, 1986, ...
// signed distance to a disk
float sdDisk( in vec2 p, in vec2 c, in float r ) {
return length(p-c)-r; }
// signed distance to a disk float sdDisk( in vec2 p, in vec2 c, in float r ) {
2
2
wtVyDz
iq
2021-09-09T02:12:40
// The MIT License // Copyright © 2021 Inigo Quilez // 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, publ...
mit
[ 1640, 1670, 1722, 1722, 1842 ]
[ [ 1275, 1275, 1336, 1336, 1472 ], [ 1531, 1560, 1610, 1610, 1638 ], [ 1640, 1670, 1722, 1722, 1842 ], [ 1844, 1880, 1914, 1914, 1940 ], [ 1941, 1941, 1966, 1966, 1985 ], [ 1986, 1986, ...
// distance to a line segment
float sdSegment( in vec2 p, in vec2 a, in vec2 b ) {
vec2 pa = p - a; vec2 ba = b - a; float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 ); return length( pa - ba*h ); }
// distance to a line segment float sdSegment( in vec2 p, in vec2 a, in vec2 b ) {
5
121
wtVyDz
iq
2021-09-09T02:12:40
// The MIT License // Copyright © 2021 Inigo Quilez // 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, publ...
mit
[ 1844, 1880, 1914, 1914, 1940 ]
[ [ 1275, 1275, 1336, 1336, 1472 ], [ 1531, 1560, 1610, 1610, 1638 ], [ 1640, 1670, 1722, 1722, 1842 ], [ 1844, 1880, 1914, 1914, 1940 ], [ 1941, 1941, 1966, 1966, 1985 ], [ 1986, 1986, ...
// signed distance to a 2D triangle
float cro(in vec2 a, in vec2 b ) {
return a.x*b.y-a.y*b.x; }
// signed distance to a 2D triangle float cro(in vec2 a, in vec2 b ) {
1
7
7sdXz2
iq
2021-10-06T23:49:45
// The MIT License // Copyright © 2021 Inigo Quilez // 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, publ...
mit
[ 1347, 1387, 1446, 1446, 1532 ]
[ [ 1347, 1387, 1446, 1446, 1532 ], [ 1536, 1536, 1593, 1628, 2465 ] ]
// s = side length // r = corner radius
float sdRoundSquare( in vec2 p, in float s, in float r ) {
vec2 q = abs(p)-s+r; return min(max(q.x,q.y),0.0) + length(max(q,0.0)) - r; }
// s = side length // r = corner radius float sdRoundSquare( in vec2 p, in float s, in float r ) {
5
5
fs3SWj
mattz
2021-10-12T00:52:06
////////////////////////////////////////////////////////////////////// // // "pentagonal tiling variations" by mattz // License https://creativecommons.org/licenses/by/4.0/ // // Click and drag to set vertex position. // // Renders "type 4" Cairo pentagonal tilings. See // https://en.wikipedia.org/wiki/Cairo_pentagonal...
cc-by-4.0
[ 1083, 1119, 1138, 1138, 1168 ]
[ [ 1083, 1119, 1138, 1138, 1168 ], [ 1170, 1223, 1255, 1255, 1310 ], [ 1312, 1365, 1399, 1399, 1457 ], [ 1459, 1498, 1534, 1534, 1700 ], [ 1702, 1721, 1765, 1765, 1845 ], [ 1847, 1868, ...
// vector rotated by 90 degrees CCW
vec2 perp(vec2 u) {
return vec2(-u.y, u.x); }
// vector rotated by 90 degrees CCW vec2 perp(vec2 u) {
2
2
fs3SWj
mattz
2021-10-12T00:52:06
////////////////////////////////////////////////////////////////////// // // "pentagonal tiling variations" by mattz // License https://creativecommons.org/licenses/by/4.0/ // // Click and drag to set vertex position. // // Renders "type 4" Cairo pentagonal tilings. See // https://en.wikipedia.org/wiki/Cairo_pentagonal...
cc-by-4.0
[ 1170, 1223, 1255, 1255, 1310 ]
[ [ 1083, 1119, 1138, 1138, 1168 ], [ 1170, 1223, 1255, 1255, 1310 ], [ 1312, 1365, 1399, 1399, 1457 ], [ 1459, 1498, 1534, 1534, 1700 ], [ 1702, 1721, 1765, 1765, 1845 ], [ 1847, 1868, ...
// rotate vector by rotation vector (cos(t), sin(t))
vec2 rotate(vec2 rvec, vec2 p) {
return p.x * rvec + p.y * vec2(-rvec.y, rvec.x); }
// rotate vector by rotation vector (cos(t), sin(t)) vec2 rotate(vec2 rvec, vec2 p) {
2
2
fs3SWj
mattz
2021-10-12T00:52:06
////////////////////////////////////////////////////////////////////// // // "pentagonal tiling variations" by mattz // License https://creativecommons.org/licenses/by/4.0/ // // Click and drag to set vertex position. // // Renders "type 4" Cairo pentagonal tilings. See // https://en.wikipedia.org/wiki/Cairo_pentagonal...
cc-by-4.0
[ 1312, 1365, 1399, 1399, 1457 ]
[ [ 1083, 1119, 1138, 1138, 1168 ], [ 1170, 1223, 1255, 1255, 1310 ], [ 1312, 1365, 1399, 1399, 1457 ], [ 1459, 1498, 1534, 1534, 1700 ], [ 1702, 1721, 1765, 1765, 1845 ], [ 1847, 1868, ...
// rotate vector by rotation vector (cos(t), sin(t))
vec2 unrotate(vec2 rvec, vec2 p) {
return p.x * vec2(rvec.x, -rvec.y) + p.y * rvec.yx; }
// rotate vector by rotation vector (cos(t), sin(t)) vec2 unrotate(vec2 rvec, vec2 p) {
1
2
fs3SWj
mattz
2021-10-12T00:52:06
////////////////////////////////////////////////////////////////////// // // "pentagonal tiling variations" by mattz // License https://creativecommons.org/licenses/by/4.0/ // // Click and drag to set vertex position. // // Renders "type 4" Cairo pentagonal tilings. See // https://en.wikipedia.org/wiki/Cairo_pentagonal...
cc-by-4.0
[ 1459, 1498, 1534, 1534, 1700 ]
[ [ 1083, 1119, 1138, 1138, 1168 ], [ 1170, 1223, 1255, 1255, 1310 ], [ 1312, 1365, 1399, 1399, 1457 ], [ 1459, 1498, 1534, 1534, 1700 ], [ 1702, 1721, 1765, 1765, 1845 ], [ 1847, 1868, ...
// distance from point to line segment
float dseg(vec2 p, vec2 a, vec2 b) {
vec2 pa = p - a; vec2 ba = b - a; float u = dot(pa, ba) / dot(ba, ba); u = clamp(u, 0.0, 1.0); return length(pa - u * ba); }
// distance from point to line segment float dseg(vec2 p, vec2 a, vec2 b) {
2
2
fs3SWj
mattz
2021-10-12T00:52:06
////////////////////////////////////////////////////////////////////// // // "pentagonal tiling variations" by mattz // License https://creativecommons.org/licenses/by/4.0/ // // Click and drag to set vertex position. // // Renders "type 4" Cairo pentagonal tilings. See // https://en.wikipedia.org/wiki/Cairo_pentagonal...
cc-by-4.0
[ 1702, 1721, 1765, 1765, 1845 ]
[ [ 1083, 1119, 1138, 1138, 1168 ], [ 1170, 1223, 1255, 1255, 1310 ], [ 1312, 1365, 1399, 1399, 1457 ], [ 1459, 1498, 1534, 1534, 1700 ], [ 1702, 1721, 1765, 1765, 1845 ], [ 1847, 1868, ...
// half-plane test
bool in_half_plane(vec2 p, vec2 a, vec2 b) {
vec2 pa = p - a; vec2 ba = b - a; return dot(pa, perp(ba)) > 0.0; }
// half-plane test bool in_half_plane(vec2 p, vec2 a, vec2 b) {
2
2
fs3SWj
mattz
2021-10-12T00:52:06
////////////////////////////////////////////////////////////////////// // // "pentagonal tiling variations" by mattz // License https://creativecommons.org/licenses/by/4.0/ // // Click and drag to set vertex position. // // Renders "type 4" Cairo pentagonal tilings. See // https://en.wikipedia.org/wiki/Cairo_pentagonal...
cc-by-4.0
[ 1847, 1868, 1918, 1918, 2007 ]
[ [ 1083, 1119, 1138, 1138, 1168 ], [ 1170, 1223, 1255, 1255, 1310 ], [ 1312, 1365, 1399, 1399, 1457 ], [ 1459, 1498, 1534, 1534, 1700 ], [ 1702, 1721, 1765, 1765, 1845 ], [ 1847, 1868, ...
// point in triangle
bool in_triangle(vec2 p, vec2 a, vec2 b, vec2 c) {
return in_half_plane(p, a, b) && in_half_plane(p, b, c) && in_half_plane(p, c, a); }
// point in triangle bool in_triangle(vec2 p, vec2 a, vec2 b, vec2 c) {
2
2
fs3SWj
mattz
2021-10-12T00:52:06
////////////////////////////////////////////////////////////////////// // // "pentagonal tiling variations" by mattz // License https://creativecommons.org/licenses/by/4.0/ // // Click and drag to set vertex position. // // Renders "type 4" Cairo pentagonal tilings. See // https://en.wikipedia.org/wiki/Cairo_pentagonal...
cc-by-4.0
[ 2009, 2078, 2100, 2155, 2507 ]
[ [ 1083, 1119, 1138, 1138, 1168 ], [ 1170, 1223, 1255, 1255, 1310 ], [ 1312, 1365, 1399, 1399, 1457 ], [ 1459, 1498, 1534, 1534, 1700 ], [ 1702, 1721, 1765, 1765, 1845 ], [ 1847, 1868, ...
// from https://www.shadertoy.com/view/XdXGW8 - used for noise below
vec2 grad( ivec2 z ) {
int n = z.x+z.y*11111; // Hugo Elias hash (feel free to replace by another one) n = (n<<13)^n; n = (n*(n*n*15731+789221)+1376312589)>>16; // Perlin style vectors n &= 7; vec2 gr = vec2(n&1,n>>1)*2.0-1.0; return ( n>=6 ) ? vec2(0.0,gr.x) : ( n>=4 ) ? vec2(gr.x,0.0...
// from https://www.shadertoy.com/view/XdXGW8 - used for noise below vec2 grad( ivec2 z ) {
2
2
fs3SWj
mattz
2021-10-12T00:52:06
////////////////////////////////////////////////////////////////////// // // "pentagonal tiling variations" by mattz // License https://creativecommons.org/licenses/by/4.0/ // // Click and drag to set vertex position. // // Renders "type 4" Cairo pentagonal tilings. See // https://en.wikipedia.org/wiki/Cairo_pentagonal...
cc-by-4.0
[ 2509, 2555, 2581, 2581, 2976 ]
[ [ 1083, 1119, 1138, 1138, 1168 ], [ 1170, 1223, 1255, 1255, 1310 ], [ 1312, 1365, 1399, 1399, 1457 ], [ 1459, 1498, 1534, 1534, 1700 ], [ 1702, 1721, 1765, 1765, 1845 ], [ 1847, 1868, ...
// from https://www.shadertoy.com/view/XdXGW8
float noise( in vec2 p ) {
ivec2 i = ivec2(floor( p )); vec2 f = fract( p ); vec2 u = f*f*f*(f*(f*6.0-15.0)+10.0); return mix( mix( dot( grad( i+ivec2(0,0) ), f-vec2(0.0,0.0) ), dot( grad( i+ivec2(1,0) ), f-vec2(1.0,0.0) ), u.x), mix( dot( grad( i+ivec2(0,1) ), f-vec2(0.0,1.0) ), ...
// from https://www.shadertoy.com/view/XdXGW8 float noise( in vec2 p ) {
2
83
fs3SWj
mattz
2021-10-12T00:52:06
////////////////////////////////////////////////////////////////////// // // "pentagonal tiling variations" by mattz // License https://creativecommons.org/licenses/by/4.0/ // // Click and drag to set vertex position. // // Renders "type 4" Cairo pentagonal tilings. See // https://en.wikipedia.org/wiki/Cairo_pentagonal...
cc-by-4.0
[ 4232, 4259, 4283, 4312, 4931 ]
[ [ 1083, 1119, 1138, 1138, 1168 ], [ 1170, 1223, 1255, 1255, 1310 ], [ 1312, 1365, 1399, 1399, 1457 ], [ 1459, 1498, 1534, 1534, 1700 ], [ 1702, 1721, 1765, 1765, 1845 ], [ 1847, 1868, ...
// for bump-mapped shading
vec2 heightmap(vec2 p) {
float dpoly = dseg(p, O, A); dpoly = min(dpoly, dseg(p, A, B)); dpoly = min(dpoly, dseg(p, B, C)); dpoly = min(dpoly, dseg(p, C, D)); dpoly = min(dpoly, dseg(p, D, O)); // offset from edge float k = 0.08; // base height float z = k + 0.01 * noise(5.*p); if (dpoly ...
// for bump-mapped shading vec2 heightmap(vec2 p) {
2
2
ftKGzm
Jabo
2021-11-20T13:00:40
// The MIT License // 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/...
mit
[ 1044, 1119, 1161, 1161, 1187 ]
[ [ 1044, 1119, 1161, 1161, 1187 ], [ 1189, 1264, 1295, 1295, 1503 ], [ 1505, 1576, 1634, 1634, 1734 ], [ 1736, 1786, 1817, 1817, 1965 ], [ 1967, 2067, 2092, 2092, 2419 ], [ 2420, 2420, ...
// https://iquilezles.org/www/articles/distfunctions2d/distfunctions2d.htm
float sdCircle( in vec2 p, in float r ) {
return length(p)-r; }
// https://iquilezles.org/www/articles/distfunctions2d/distfunctions2d.htm float sdCircle( in vec2 p, in float r ) {
9
11
ftKGzm
Jabo
2021-11-20T13:00:40
// The MIT License // 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/...
mit
[ 1189, 1264, 1295, 1295, 1503 ]
[ [ 1044, 1119, 1161, 1161, 1187 ], [ 1189, 1264, 1295, 1295, 1503 ], [ 1505, 1576, 1634, 1634, 1734 ], [ 1736, 1786, 1817, 1817, 1965 ], [ 1967, 2067, 2092, 2092, 2419 ], [ 2420, 2420, ...
// https://iquilezles.org/www/articles/distfunctions2d/distfunctions2d.htm
float sdTriangle( in vec2 p ) {
const float k = sqrt(3.0); p.x = abs(p.x) - 1.0; p.y = p.y + 1.0/k; if( p.x+k*p.y>0.0 ) p = vec2(p.x-k*p.y,-k*p.x-p.y)/2.0; p.x -= clamp( p.x, -2.0, 0.0 ); return -length(p)*sign(p.y); }
// https://iquilezles.org/www/articles/distfunctions2d/distfunctions2d.htm float sdTriangle( in vec2 p ) {
1
1
ftKGzm
Jabo
2021-11-20T13:00:40
// The MIT License // 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/...
mit
[ 1505, 1576, 1634, 1634, 1734 ]
[ [ 1044, 1119, 1161, 1161, 1187 ], [ 1189, 1264, 1295, 1295, 1503 ], [ 1505, 1576, 1634, 1634, 1734 ], [ 1736, 1786, 1817, 1817, 1965 ], [ 1967, 2067, 2092, 2092, 2419 ], [ 2420, 2420, ...
// https://iquilezles.org/www/articles/distfunctions/distfunctions.htm
float opSmoothSubtraction( float d1, float d2, float k ) {
float h = clamp( 0.5 - 0.5*(d2+d1)/k, 0.0, 1.0 ); return mix( d2, -d1, h ) + k*h*(1.0-h); }
// https://iquilezles.org/www/articles/distfunctions/distfunctions.htm float opSmoothSubtraction( float d1, float d2, float k ) {
1
5
ftKGzm
Jabo
2021-11-20T13:00:40
// The MIT License // 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/...
mit
[ 1736, 1786, 1817, 1817, 1965 ]
[ [ 1044, 1119, 1161, 1161, 1187 ], [ 1189, 1264, 1295, 1295, 1503 ], [ 1505, 1576, 1634, 1634, 1734 ], [ 1736, 1786, 1817, 1817, 1965 ], [ 1967, 2067, 2092, 2092, 2419 ], [ 2420, 2420, ...
// modified https://www.shadertoy.com/view/ldBGDc
float spiral(vec2 m, float t) {
float r = pow(length(m) / 0.75, 3.5) * 0.75; float a = atan(m.x, m.y); float v = sin(48.*(sqrt(r)-0.0625*a-.05*t)); return clamp(v,0.,1.); }
// modified https://www.shadertoy.com/view/ldBGDc float spiral(vec2 m, float t) {
1
3
ftKGzm
Jabo
2021-11-20T13:00:40
// The MIT License // 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/...
mit
[ 1967, 2067, 2092, 2092, 2419 ]
[ [ 1044, 1119, 1161, 1161, 1187 ], [ 1189, 1264, 1295, 1295, 1503 ], [ 1505, 1576, 1634, 1634, 1734 ], [ 1736, 1786, 1817, 1817, 1965 ], [ 1967, 2067, 2092, 2092, 2419 ], [ 2420, 2420, ...
// adapted for webgl https://www.ronja-tutorials.com/post/041-hsv-colorspace/#rgb-to-hsv-conversion
vec3 hue2rgb(float hue) {
hue = fract(hue); //only use fractional part of hue, making it loop float r = abs(hue * 6. - 3.) - 1.; //red float g = 2. - abs(hue * 6. - 2.); //green float b = 2. - abs(hue * 6. - 4.); //blue vec3 rgb = vec3(r,g,b); //combine components rgb = clamp(rgb, 0., 1.); //saturate return...
// adapted for webgl https://www.ronja-tutorials.com/post/041-hsv-colorspace/#rgb-to-hsv-conversion vec3 hue2rgb(float hue) {
1
10
sl3XRn
iq
2021-12-04T00:18:43
// The MIT License // Copyright © 2021 Inigo Quilez // 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, publ...
mit
[ 1844, 1919, 1967, 1967, 2081 ]
[ [ 1114, 1114, 1149, 1149, 1177 ], [ 1179, 1179, 1249, 1249, 1462 ], [ 1844, 1919, 1967, 1967, 2081 ], [ 2083, 2158, 2208, 2208, 2236 ], [ 2238, 2238, 2295, 2310, 3645 ] ]
// https://iquilezles.org/www/articles/distfunctions2d/distfunctions2d.htm
float sdLine( in vec2 p, in vec2 a, in vec2 b) {
vec2 pa = p-a, ba = b-a; float h = clamp(dot(pa,ba)/(dot(ba,ba)),0.0, 1.0); return length(pa-ba*h); }
// https://iquilezles.org/www/articles/distfunctions2d/distfunctions2d.htm float sdLine( in vec2 p, in vec2 a, in vec2 b) {
1
1