feat: added sin distortions
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3
sdf.glsl
3
sdf.glsl
@@ -5,6 +5,7 @@ out vec4 FragColor;
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in vec2 texCoords;
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uniform float aspect;
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uniform float t;
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vec3 center = vec3(0.0,-4.0,20.0);
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float radius = 5.0;
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@@ -55,7 +56,7 @@ float planeMin(vec3 pos){
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}
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float sphereMin(vec3 pos){
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return length(pos - center) - radius;
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return length(pos - center) - radius + 0.2*sin(5*pos.x+t)*sin(5*pos.y+t)*sin(5*pos.z+t);
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}
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Ray minFn(Ray ray){
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