GLSL Shader 中的一些有用的功能函数代码实现


//2D grid,for texture or post:

bool grid(vec2 uv)
{
    return fract(uv.x) > 0.5 ^^ fract(uv.y) > 0.5;
}
//Circle:
bool circle(vec2 pos, float rad, vec2 uv)
{
    return dot(uv - pos, uv - pos) < rad * rad;
}
//Smooth circle:
float smooth_circle(float sm, vec2 pos, float rad, vec2 uv)
{
    return 1.0 - smoothstep(rad * rad - sm, rad * rad, dot(uv - pos, uv - pos));
}
//Convert boolean to float:
float b2f(bool a)
{
    if(a) {return 1.0;} else {return 0.0;}
}
//Sphere:
float sphere(in vec3 pos, in float r, in vec3 ro, in vec3 rd, out vec3 nor)
{
    ro -= pos;
    float b = dot(ro, rd);
    float h = b*b - dot(ro, ro) + r*r;
    if (h<0.0) return -1.0;
    float t = -b - sqrt(h);
    nor = (ro + rd * t)/r;
    return t;
}
//Horizontal plane:
float horizontal_plane(in float height, in vec3 ro, in vec3 rd, out vec3 nor)
{
    nor = vec3(0.0, 1.0, 0.0);
    return -(ro.y - height)/rd.y;   
}
//Cube:
float cube(in vec3 a, in vec3 b, in vec3 ro, in vec3 rd, out vec3 nor)
{
    float min_t = -1.0;
    float t;
    t = -(ro.y - b.y)/rd.y;
    {
        vec3 pos = ro + rd * t;
        vec2 ins = step(b.xz, pos.xz) - step(a.xz, pos.xz);
        if(ins.x * ins.y > 0.0)
        {
            nor = vec3(0.0, 1.0, 0.0);
            min_t = t;
        }
    }
    t = -(ro.y - a.y)/rd.y;
    if(min_t == -1.0 || t < min_t)
    {
        vec3 pos = ro + rd * t;
        vec2 ins = step(b.xz, pos.xz) - step(a.xz, pos.xz);
        if(ins.
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