| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879 | #ifndef SDF_2D#define SDF_2Dfloat 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 Licensefloat 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 Licensefloat 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 Licensefloat 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);}//EndCreditfloat 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
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