vec4 mfield(vec4 uv) { $(code) return $(value); } float raymarch(vec3 ro, vec3 rd) { float d=0.0; for (int i = 0; i < 200; i++) { vec3 p = ro + rd*d; float dstep = mfield(vec4(p,0.0)).w; d += dstep; if (dstep < 0.0001) break; } return d; } vec3 normal(vec3 p) { float d = mfield(vec4(p,0.0)).w; float e = .0001; vec3 n = d - vec3(mfield(vec4(p-vec3(e, 0.0, 0.0),0.0)).w, mfield(vec4(p-vec3(0.0, e, 0.0),0.0)).w, mfield(vec4(p-vec3(0.0, 0.0, e),0.0)).w); return normalize(n); } vec4 preview_2d(vec2 uv) { uv -= vec2(0.5); vec3 p = vec3(uv, 2.0-raymarch(vec3(uv, 2.0), vec3(0.0, 0.0, -1.0))); vec3 n = normal(p); vec3 l = vec3(5.0, 5.0, 10.0); vec3 ld = normalize(l-p); float o = step(p.z, 0.001); float shadow = 1.0-0.75*step(raymarch(l, -ld), length(l-p)-0.01); float light = 0.3+0.7*dot(n, ld)*shadow; return vec4(mfield(vec4(p, 1.0)).xyz*light, 1.0); }