#ifndef SDF_2D #define SDF_2D float circle(float2 _samplePosition, float _radius){ return length(_samplePosition) - _radius; } float rectanlge(float2 _samplePosition, float _width, float _height){ float2 d = abs(_samplePosition) - float2(_width, _height) / 2.0; float sdf = min(max(d.x, d.y), 0.0) + length(max(d, 0.0)); return sdf; } //Credit: https://www.shadertoy.com/view/XdXcRB | MIT License float ndot(float2 a, float2 b ) { return a.x*b.x - a.y*b.y; } float sdRhombus(float2 p, float2 b) { float2 q = abs(p); float h = clamp((-2.0*ndot(q,b)+ndot(b,b))/dot(b,b),-1.0,1.0); float d = length( q - 0.5*b*float2(1.0-h,1.0+h) ); return d * sign( q.x*b.y + q.y*b.x - b.x*b.y ); } //EndCredit //Credit: https://www.shadertoy.com/view/MldcD7 | MIT License float sdTriangleIsosceles(float2 p, float2 q ) { p.x = abs(p.x); float2 a = p - q*clamp( dot(p,q)/dot(q,q), 0.0, 1.0 ); float2 b = p - q*float2( clamp( p.x/q.x, 0.0, 1.0 ), 1.0 ); float s = -sign( q.y ); float2 d = min( float2( dot(a,a), s*(p.x*q.y-p.y*q.x) ), float2( dot(b,b), s*(p.y-q.y) )); return -sqrt(d.x)*sign(d.y); } //EndCredit //Credit: https://www.shadertoy.com/view/3tSGDy | MIT License float sdNStarPolygon(in float2 p, in float r, in float n, in float m) // m=[2,n] { float an = 3.141593/float(n); float en = 3.141593/m; float2 acs = float2(cos(an),sin(an)); float2 ecs = float2(cos(en),sin(en)); float bn = abs(atan2(p.x, p.y)) % (2.0*an) - an; p = length(p)*float2(cos(bn),abs(sin(bn))); p -= r*acs; p += ecs*clamp( -dot(p,ecs), 0.0, r*acs.y/ecs.y); return length(p)*sign(p.x); } //EndCredit float sampleSdf(float _sdf, float _offset){ float sdf = saturate(-_sdf * _offset); return sdf; } float sampleSdfStrip(float _sdf, float _stripWidth, float _offset){ float l = (_stripWidth+1.0/_offset)/2.0; return saturate((l-distance(-_sdf,l))*_offset); } float sdfUnion(float _a, float _b){ return max(_a, _b); } float sdfIntersection(float _a, float _b){ return min(_a, _b); } float sdfDifference(float _a, float _b) { return max(_a, -_b); } float map(float val, float low1, float high1, float low2, float high2){ return low2 + (val - low1) * (high2 - low2) / (high1 - low1); } #endif