9_3_smoothMin
Code 9.3, Figure 9.7:​
9_3_smoothMin.frag
#version 300 esprecision highp float;precision highp int;out vec4 fragColor;uniform float u_time;uniform vec2 u_resolution;float sphereSDF(vec3 p, vec3 cent, float rad){return distance(p, cent) - rad;}float smin(float a, float b, float k){float h = clamp(0.5 - 0.5 * (b - a) / k, 0.0, 1.0);return mix(a, b, h) - k * h * (1.0 - h);}float sceneSDF(vec3 p){float[3] smallS, bigS;for(int i = 0; i < 3; i ++ ){smallS[i] = sphereSDF(p, vec3(float(i - 1), sin(u_time), 0.0), 0.3);bigS[i] = sphereSDF(p, vec3(float(i - 1), 0.0, 0.0), 0.4);}float cap = smin(smallS[0], bigS[0], 0.1);float cup = smin(smallS[1], bigS[1], 0.3);float minus = smin(smallS[2], bigS[2], 0.5);return min(min(cap, cup), minus);}vec3 gradSDF(vec3 p){float eps = 0.0001;return normalize(vec3(sceneSDF(p + vec3(eps, 0.0, 0.0)) - sceneSDF(p + vec3(-eps, 0.0, 0.0)),sceneSDF(p + vec3(0.0, eps, 0.0)) - sceneSDF(p + vec3(0.0, - eps, 0.0)),sceneSDF(p + vec3(0.0, 0.0, eps)) - sceneSDF(p + vec3(0.0, 0.0, - eps))));}void main(){vec2 p = (gl_FragCoord.xy * 2.0 - u_resolution) / min(u_resolution.x, u_resolution.y);vec3 cPos = vec3(0.0, 0.0, 2.0);vec3 cDir = vec3(0.0, 0.0, - 1.0);vec3 cUp = vec3(0.0, 1.0, 0.0);vec3 cSide = cross(cDir, cUp);float targetDepth = 1.0;vec3 lDir = vec3(0.0, 0.0, 1.0);vec3 ray = cSide * p.x + cUp * p.y + cDir * targetDepth;vec3 rPos = cPos + ray;ray = normalize(ray);fragColor.rgb = vec3(0.0);for(int i = 0; i < 50; i ++ ){if (sceneSDF(rPos) > 0.001){rPos += sceneSDF(rPos) * ray;} else {float amb = 0.1;float diff = 0.9 * max(dot(normalize(lDir), gradSDF(rPos)), 0.0);vec3 col = vec3(1.0);fragColor.rgb = col * (diff + amb);break;}}fragColor.a = 1.0;}