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https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git
synced 2025-01-07 01:43:35 +08:00
24 lines
836 B
Plaintext
24 lines
836 B
Plaintext
// For in depth ray marching or sphere tracing info check out the playlist
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// https://www.youtube.com/watch?v=68G3V5Yr8FY&list=PLaE0_uENxXqvzte-A0Ux2pav0zrUrTJ1V
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float sdf_custom(vec3 p) {
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// Basic example of Sphere SDF with radius of .3
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// Put your custom logic here
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float radius = .3;
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return length(p) - radius;
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}
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float ray_march_custom(vec3 ray_origin, vec3 ray_dir, int max_steps, float max_dist, float dist_threshold) {
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ray_dir = normalize(ray_dir);
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dist_threshold = abs(dist_threshold);
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float dist_from_origin = 0.;
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float dist_to_surface;
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for(int i = 0; i < max_steps; i++) {
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vec3 point = ray_origin + dist_from_origin * ray_dir;
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dist_to_surface = sdf_custom(point);
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dist_from_origin += dist_to_surface;
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if(dist_to_surface < dist_threshold || dist_to_surface > max_dist)
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break;
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}
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return dist_from_origin;
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} |