{ "name": "raymarching", "node_position": { "x": 0, "y": 0 }, "parameters": { }, "shader_model": { "code": "vec2 $(name_uv)_d = raymarch_$name($uv);\n", "global": "", "inputs": [ { "default": "0.0", "function": true, "label": "", "name": "sdf", "type": "sdf3dc" } ], "instance": "vec2 raymarch_$name(vec2 uv) {\n\tvec3 ro = vec3(uv-vec2(0.5), 1.0);\n\tvec3 rd = vec3(0.0, 0.0, -1.0);\n\tfloat dO = 0.0;\n\tfloat c = 0.0;\n for (int i=0; i < 100; i++) {\n \tvec3 p = ro + rd*dO;\n vec2 dS = $sdf(p);\n dO += dS.x;\n\n if (dO >= 1.0) {\n\t\t\tbreak;\n\t\t} else if (dS.x < 0.0001) {\n\t\t\tc = dS.y;\n\t\t\tbreak;\n\t\t}\n }\n \n return vec2(dO, c);\n}\n\nvec3 normal_$name(vec3 p) {\n\tif (p.z <= 0.0) {\n\t\treturn vec3(0.0, 0.0, 1.0);\n\t}\n\n\tfloat d = $sdf(p).x;\n float e = .001;\n \n vec3 n = d - vec3(\n $sdf(p-vec3(e, 0.0, 0.0)).x,\n $sdf(p-vec3(0.0, e, 0.0)).x,\n $sdf(p-vec3(0.0, 0.0, e)).x);\n \n return vec3(-1.0, -1.0, -1.0)*normalize(n);\n}\n\n", "name": "Raymarching", "outputs": [ { "f": "1.0-$(name_uv)_d.x", "type": "f" }, { "rgb": "vec3(0.5)+0.5*normal_$name(vec3($uv-vec2(0.5), 1.0-$(name_uv)_d.x))", "type": "rgb" }, { "f": "$(name_uv)_d.y", "type": "f" } ], "parameters": [ ] }, "type": "shader" }