//! type library vec2 RM_Map( in vec3 pos ); // ----------------------------------------------------------------------------- vec3 RM_GetNormal( in vec3 pos ) { vec2 v = vec2( .0005 , 0 ); return normalize( vec3( RM_Map( pos + v.xyy ).x - RM_Map( pos - v.xyy ).x , RM_Map( pos + v.yxy ).x - RM_Map( pos - v.yxy ).x , RM_Map( pos + v.yyx ).x - RM_Map( pos - v.yyx ).x ) ); } // ----------------------------------------------------------------------------- vec3 RM_Basic( in vec3 origin , in vec3 direction , in int steps , in float factor , in float epsilon , in float dMin , in float dMax ) { int i = 0; float dist = dMin , mat = -1; for ( ; i < steps ; ++ i ) { vec2 res = RM_Map( origin + direction * dist ); if ( abs( res.x ) < epsilon || dist > dMax ) { break; } dist += res.x * factor; mat = res.y; } return vec3( dist , dist >= dMax ? -1 : mat , i ); } vec3 RM_Advanced( in vec3 origin , in vec3 direction , in int steps , in float factor , in float epsilon , in float dMin , in float dMax ) { int i = 0; float dist = dMin , omega = factor , cError = 1 / 0. , cDist = dMin , pRad = 0 , sLen = 0; for ( ; i < steps ; ++ i ) { vec2 res = RM_Map( origin + direction * dist ); float rad = abs( res.x ); bool sorFail = omega > 1 && ( rad + pRad ) < sLen; if ( sorFail ) { sLen -= omega * sLen; omega = 1; } else { sLen = res.x * omega; } pRad = rad; float error = rad / dist; if ( !sorFail && error < cError ) { cError = error; cDist = dist; } if ( !sorFail && error < epsilon || dist > dMax ) { break; } dist += sLen; } if ( dist <= dMax && cError <= epsilon ) { return vec3( cDist , RM_Map( origin + direction * cDist ).y , i ); } return vec3( cDist , -1 , steps ); }