| 
									
										
										
										
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										 |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /*  visual_shader_sdf_nodes.cpp                                           */ | 
					
						
							|  |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /*                         This file is part of:                          */ | 
					
						
							|  |  |  | /*                             GODOT ENGINE                               */ | 
					
						
							|  |  |  | /*                        https://godotengine.org                         */ | 
					
						
							|  |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ | 
					
						
							|  |  |  | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */ | 
					
						
							|  |  |  | /*                                                                        */ | 
					
						
							|  |  |  | /* Permission is hereby granted, free of charge, to any person obtaining  */ | 
					
						
							|  |  |  | /* a copy of this software and associated documentation files (the        */ | 
					
						
							|  |  |  | /* "Software"), to deal in the Software without restriction, including    */ | 
					
						
							|  |  |  | /* without limitation the rights to use, copy, modify, merge, publish,    */ | 
					
						
							|  |  |  | /* distribute, sublicense, and/or sell copies of the Software, and to     */ | 
					
						
							|  |  |  | /* permit persons to whom the Software is furnished to do so, subject to  */ | 
					
						
							|  |  |  | /* the following conditions:                                              */ | 
					
						
							|  |  |  | /*                                                                        */ | 
					
						
							|  |  |  | /* The above copyright notice and this permission notice shall be         */ | 
					
						
							|  |  |  | /* included in all copies or substantial portions of the Software.        */ | 
					
						
							|  |  |  | /*                                                                        */ | 
					
						
							|  |  |  | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */ | 
					
						
							|  |  |  | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */ | 
					
						
							|  |  |  | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ | 
					
						
							|  |  |  | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */ | 
					
						
							|  |  |  | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */ | 
					
						
							|  |  |  | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */ | 
					
						
							|  |  |  | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */ | 
					
						
							|  |  |  | /**************************************************************************/ | 
					
						
							| 
									
										
										
										
											2020-11-27 10:00:23 +03:00
										 |  |  | 
 | 
					
						
							|  |  |  | #include "visual_shader_sdf_nodes.h"
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | // VisualShaderNodeSDFToScreenUV
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | String VisualShaderNodeSDFToScreenUV::get_caption() const { | 
					
						
							|  |  |  | 	return "SDFToScreenUV"; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | int VisualShaderNodeSDFToScreenUV::get_input_port_count() const { | 
					
						
							|  |  |  | 	return 1; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | VisualShaderNodeSDFToScreenUV::PortType VisualShaderNodeSDFToScreenUV::get_input_port_type(int p_port) const { | 
					
						
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										 |  |  | 	return PORT_TYPE_VECTOR_2D; | 
					
						
							| 
									
										
										
										
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										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | String VisualShaderNodeSDFToScreenUV::get_input_port_name(int p_port) const { | 
					
						
							|  |  |  | 	return "sdf_pos"; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | int VisualShaderNodeSDFToScreenUV::get_output_port_count() const { | 
					
						
							|  |  |  | 	return 1; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | VisualShaderNodeSDFToScreenUV::PortType VisualShaderNodeSDFToScreenUV::get_output_port_type(int p_port) const { | 
					
						
							| 
									
										
										
										
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										 |  |  | 	return PORT_TYPE_VECTOR_2D; | 
					
						
							| 
									
										
										
										
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										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | String VisualShaderNodeSDFToScreenUV::get_output_port_name(int p_port) const { | 
					
						
							|  |  |  | 	return ""; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | String VisualShaderNodeSDFToScreenUV::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { | 
					
						
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										 |  |  | 	return "		" + p_output_vars[0] + " = sdf_to_screen_uv(" + (p_input_vars[0].is_empty() ? "vec2(0.0)" : p_input_vars[0]) + ");\n"; | 
					
						
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										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | VisualShaderNodeSDFToScreenUV::VisualShaderNodeSDFToScreenUV() { | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | // VisualShaderNodeScreenUVToSDF
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | String VisualShaderNodeScreenUVToSDF::get_caption() const { | 
					
						
							|  |  |  | 	return "ScreenUVToSDF"; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | int VisualShaderNodeScreenUVToSDF::get_input_port_count() const { | 
					
						
							|  |  |  | 	return 1; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | VisualShaderNodeScreenUVToSDF::PortType VisualShaderNodeScreenUVToSDF::get_input_port_type(int p_port) const { | 
					
						
							| 
									
										
										
										
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										 |  |  | 	return PORT_TYPE_VECTOR_2D; | 
					
						
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										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | String VisualShaderNodeScreenUVToSDF::get_input_port_name(int p_port) const { | 
					
						
							|  |  |  | 	return "uv"; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | int VisualShaderNodeScreenUVToSDF::get_output_port_count() const { | 
					
						
							|  |  |  | 	return 1; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | VisualShaderNodeScreenUVToSDF::PortType VisualShaderNodeScreenUVToSDF::get_output_port_type(int p_port) const { | 
					
						
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										 |  |  | 	return PORT_TYPE_VECTOR_2D; | 
					
						
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										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | String VisualShaderNodeScreenUVToSDF::get_output_port_name(int p_port) const { | 
					
						
							|  |  |  | 	return ""; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | bool VisualShaderNodeScreenUVToSDF::is_input_port_default(int p_port, Shader::Mode p_mode) const { | 
					
						
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										 |  |  | 	if (p_port == 0) { | 
					
						
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										 |  |  | 		return true; | 
					
						
							| 
									
										
										
										
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										 |  |  | 	} | 
					
						
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										 |  |  | 	return false; | 
					
						
							| 
									
										
										
										
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										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | String VisualShaderNodeScreenUVToSDF::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { | 
					
						
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										 |  |  | 	return "		" + p_output_vars[0] + " = screen_uv_to_sdf(" + (p_input_vars[0].is_empty() ? "SCREEN_UV" : p_input_vars[0]) + ");\n"; | 
					
						
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										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | VisualShaderNodeScreenUVToSDF::VisualShaderNodeScreenUVToSDF() { | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | // VisualShaderNodeTextureSDF
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | String VisualShaderNodeTextureSDF::get_caption() const { | 
					
						
							|  |  |  | 	return "TextureSDF"; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | int VisualShaderNodeTextureSDF::get_input_port_count() const { | 
					
						
							|  |  |  | 	return 1; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | VisualShaderNodeTextureSDF::PortType VisualShaderNodeTextureSDF::get_input_port_type(int p_port) const { | 
					
						
							| 
									
										
										
										
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										 |  |  | 	return PORT_TYPE_VECTOR_2D; | 
					
						
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										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | String VisualShaderNodeTextureSDF::get_input_port_name(int p_port) const { | 
					
						
							|  |  |  | 	return "sdf_pos"; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | int VisualShaderNodeTextureSDF::get_output_port_count() const { | 
					
						
							|  |  |  | 	return 1; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | VisualShaderNodeTextureSDF::PortType VisualShaderNodeTextureSDF::get_output_port_type(int p_port) const { | 
					
						
							|  |  |  | 	return PORT_TYPE_SCALAR; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | String VisualShaderNodeTextureSDF::get_output_port_name(int p_port) const { | 
					
						
							|  |  |  | 	return ""; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | String VisualShaderNodeTextureSDF::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { | 
					
						
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										 |  |  | 	return "		" + p_output_vars[0] + " = texture_sdf(" + (p_input_vars[0].is_empty() ? "vec2(0.0)" : p_input_vars[0]) + ");\n"; | 
					
						
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										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | VisualShaderNodeTextureSDF::VisualShaderNodeTextureSDF() { | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | // VisualShaderNodeTextureSDFNormal
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | String VisualShaderNodeTextureSDFNormal::get_caption() const { | 
					
						
							|  |  |  | 	return "TextureSDFNormal"; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | int VisualShaderNodeTextureSDFNormal::get_input_port_count() const { | 
					
						
							|  |  |  | 	return 1; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | VisualShaderNodeTextureSDFNormal::PortType VisualShaderNodeTextureSDFNormal::get_input_port_type(int p_port) const { | 
					
						
							| 
									
										
										
										
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										 |  |  | 	return PORT_TYPE_VECTOR_2D; | 
					
						
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										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | String VisualShaderNodeTextureSDFNormal::get_input_port_name(int p_port) const { | 
					
						
							|  |  |  | 	return "sdf_pos"; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | int VisualShaderNodeTextureSDFNormal::get_output_port_count() const { | 
					
						
							|  |  |  | 	return 1; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | VisualShaderNodeTextureSDFNormal::PortType VisualShaderNodeTextureSDFNormal::get_output_port_type(int p_port) const { | 
					
						
							| 
									
										
										
										
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										 |  |  | 	return PORT_TYPE_VECTOR_2D; | 
					
						
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										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | String VisualShaderNodeTextureSDFNormal::get_output_port_name(int p_port) const { | 
					
						
							|  |  |  | 	return ""; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | String VisualShaderNodeTextureSDFNormal::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { | 
					
						
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										 |  |  | 	return "		" + p_output_vars[0] + " = texture_sdf_normal(" + (p_input_vars[0].is_empty() ? "vec2(0.0)" : p_input_vars[0]) + ");\n"; | 
					
						
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										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | VisualShaderNodeTextureSDFNormal::VisualShaderNodeTextureSDFNormal() { | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | // VisualShaderNodeSDFRaymarch
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | String VisualShaderNodeSDFRaymarch::get_caption() const { | 
					
						
							|  |  |  | 	return "SDFRaymarch"; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | int VisualShaderNodeSDFRaymarch::get_input_port_count() const { | 
					
						
							|  |  |  | 	return 2; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | VisualShaderNodeSDFRaymarch::PortType VisualShaderNodeSDFRaymarch::get_input_port_type(int p_port) const { | 
					
						
							|  |  |  | 	if (p_port == 0 || p_port == 1) { | 
					
						
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										 |  |  | 		return PORT_TYPE_VECTOR_2D; | 
					
						
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										 |  |  | 	} | 
					
						
							|  |  |  | 	return PORT_TYPE_SCALAR; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | String VisualShaderNodeSDFRaymarch::get_input_port_name(int p_port) const { | 
					
						
							|  |  |  | 	if (p_port == 0) { | 
					
						
							|  |  |  | 		return "from_pos"; | 
					
						
							|  |  |  | 	} else if (p_port == 1) { | 
					
						
							|  |  |  | 		return "to_pos"; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	return String(); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | int VisualShaderNodeSDFRaymarch::get_output_port_count() const { | 
					
						
							|  |  |  | 	return 3; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | VisualShaderNodeSDFRaymarch::PortType VisualShaderNodeSDFRaymarch::get_output_port_type(int p_port) const { | 
					
						
							|  |  |  | 	if (p_port == 0) { | 
					
						
							|  |  |  | 		return PORT_TYPE_SCALAR; | 
					
						
							|  |  |  | 	} else if (p_port == 1) { | 
					
						
							|  |  |  | 		return PORT_TYPE_BOOLEAN; | 
					
						
							|  |  |  | 	} else if (p_port == 2) { | 
					
						
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										 |  |  | 		return PORT_TYPE_VECTOR_2D; | 
					
						
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										 |  |  | 	} | 
					
						
							|  |  |  | 	return PORT_TYPE_SCALAR; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | String VisualShaderNodeSDFRaymarch::get_output_port_name(int p_port) const { | 
					
						
							|  |  |  | 	if (p_port == 0) { | 
					
						
							|  |  |  | 		return "distance"; | 
					
						
							|  |  |  | 	} else if (p_port == 1) { | 
					
						
							|  |  |  | 		return "hit"; | 
					
						
							|  |  |  | 	} else if (p_port == 2) { | 
					
						
							|  |  |  | 		return "end_pos"; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	return String(); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | String VisualShaderNodeSDFRaymarch::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { | 
					
						
							|  |  |  | 	String code; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
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										 |  |  | 	code += "		{\n"; | 
					
						
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										 |  |  | 
 | 
					
						
							| 
									
										
										
										
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										 |  |  | 	if (p_input_vars[0].is_empty()) { | 
					
						
							| 
									
										
										
										
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										 |  |  | 		code += "				vec2 __from_pos = vec2(0.0f);\n"; | 
					
						
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										 |  |  | 	} else { | 
					
						
							| 
									
										
										
										
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										 |  |  | 		code += "				vec2 __from_pos = " + p_input_vars[0] + ";\n"; | 
					
						
							| 
									
										
										
										
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										 |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
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										 |  |  | 	if (p_input_vars[1].is_empty()) { | 
					
						
							| 
									
										
										
										
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										 |  |  | 		code += "				vec2 __to_pos = vec2(0.0f);\n"; | 
					
						
							| 
									
										
										
										
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										 |  |  | 	} else { | 
					
						
							| 
									
										
										
										
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										 |  |  | 		code += "				vec2 __to_pos = " + p_input_vars[1] + ";\n"; | 
					
						
							| 
									
										
										
										
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										 |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
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										 |  |  | 	code += "\n				vec2 __at = __from_pos;\n"; | 
					
						
							|  |  |  | 	code += "				float __max_dist = distance(__from_pos, __to_pos);\n"; | 
					
						
							|  |  |  | 	code += "				vec2 __dir = normalize(__to_pos - __from_pos);\n\n"; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	code += "				float __accum = 0.0f;\n"; | 
					
						
							|  |  |  | 	code += "				while(__accum < __max_dist) {\n"; | 
					
						
							|  |  |  | 	code += "						float __d = texture_sdf(__at);\n"; | 
					
						
							|  |  |  | 	code += "						__accum += __d;\n"; | 
					
						
							|  |  |  | 	code += "						if (__d < 0.01f) {\n"; | 
					
						
							|  |  |  | 	code += "								break;\n"; | 
					
						
							|  |  |  | 	code += "						}\n"; | 
					
						
							|  |  |  | 	code += "						__at += __d * __dir;\n"; | 
					
						
							|  |  |  | 	code += "				}\n"; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	code += "				float __dist = min(__max_dist, __accum);\n"; | 
					
						
							|  |  |  | 	code += "				" + p_output_vars[0] + " = __dist;\n"; | 
					
						
							|  |  |  | 	code += "				" + p_output_vars[1] + " = __accum < __max_dist;\n"; | 
					
						
							| 
									
										
										
										
											2022-02-07 08:46:51 +03:00
										 |  |  | 	code += "				" + p_output_vars[2] + " = __from_pos + __dir * __dist;\n"; | 
					
						
							| 
									
										
										
										
											2021-07-19 08:06:51 +02:00
										 |  |  | 
 | 
					
						
							|  |  |  | 	code += "		}\n"; | 
					
						
							| 
									
										
										
										
											2020-11-27 10:00:23 +03:00
										 |  |  | 
 | 
					
						
							|  |  |  | 	return code; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | VisualShaderNodeSDFRaymarch::VisualShaderNodeSDFRaymarch() { | 
					
						
							|  |  |  | 	simple_decl = false; | 
					
						
							|  |  |  | } |