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define(function (require, exports) {
exports.roundedrectdistance = function(sized, width, height, topleftcorner, toprightcorner, bottomleftcorner, bottomrightcorner){
var c1 = vec2(topleftcorner-0.5 , topleftcorner -0.5);
var c2 = vec2(bottomleftcorner -0.5, height - bottomleftcorner -0.5);
var c3 = vec2(width - bottomrightcorner -.50 , height - bottomrightcorner -.5);
var c4 = vec2(width - toprightcorner - .50, toprightcorner -0.5 );
var dist = 0.0
if (sized.x <= c1.x && sized.y < c1.y) {
dist = distcircle(sized - c1, topleftcorner);
} else {
if (sized.x >= c3.x && sized.y >= c3.y) {
dist = distcircle(sized - c3, bottomrightcorner);
} else {
if (sized.x <= c2.x && sized.y >= c2.y) {
dist = distcircle(sized - c2, bottomleftcorner);
} else {
if (sized.x >= c4.x && sized.y <= c4.y) {
dist = distcircle(sized - c4, toprightcorner);
} else {
dist = max(max(-sized.y, sized.y-height), max(-sized.x, sized.x-width))
}
}
}
}
return dist;
}
exports.circle = function (texpos, radius) {
var c = texpos - vec2(0.5);
var distance = length(c) - radius;
var sdf = distance < 0. ? 1. : 0.0;
return sdf;
}
exports.distcircle = function (texpos, radius) {
var c = texpos - vec2(0.5);
var distance = length(c) - radius;
return distance;
}
exports.sdSphere = function (p, s) {
return length(p) - s;
}
exports.udBox = function (p, b) {
return length(max(abs(p) - b, 0.0));
}
exports.udRoundBox = function(p, b, r) {
return length(max(abs(p) - b, 0.0)) - r;
}
exports.sdBox = function(p, b) {
var d = abs(p) - b;
return min(max(d.x, max(d.y, d.z)), 0.0) +
length(max(d, 0.0));
}
exports.sdTorus = function(p, t) {
var q = vec2(length(p.xz) - t.x, p.y);
return length(q) - t.y;
}
exports.sdCylinder = function(p, c) {
return length(p.xz - c.xy) - c.z;
}
exports.sdCone = function(p, c) {
var q = length(p.xy);
return dot(c, vec2(q, p.z));
}
exports.sdPlane = function(p, n) {
return dot(p, n.xyz) + n.w;
}
exports.sdHexPrism = function(p, h) {
var q = abs(p);
return max(q.z - h.y, max((q.x * 0.866025 + q.y * 0.5), q.y) - h.x);
}
exports.sdTriPrism = function(p, h) {
var q = abs(p);
return max(q.z - h.y, max(q.x * 0.866025 + p.y * 0.5, -p.y) - h.x * 0.5);
}
exports.sdCapsule = function(p, a, b, r) {
var pa = p - a,
ba = b - a;
var h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
return length(pa - ba * h) - r;
}
exports.sdCappedCylinder = function(p, h) {
var d = abs(vec2(length(p.xz), p.y)) - h;
return min(max(d.x, d.y), 0.0) + length(max(d, 0.0));
}
exports.dot2 = function(v) {
return dot(v, v);
}
exports.udTriangle = function (p, a, b, c) {
var ba = b - a;
var pa = p - a;
var cb = c - b;
var pb = p - b;
var ac = a - c;
var pc = p - c;
var nor = cross(ba, ac);
return sqrt(
(sign(dot(cross(ba, nor), pa)) +
sign(dot(cross(cb, nor), pb)) +
sign(dot(cross(ac, nor), pc)) < 2.0)
?
min(min(
dot2(ba * clamp(dot(ba, pa) / dot2(ba), 0.0, 1.0) - pa),
dot2(cb * clamp(dot(cb, pb) / dot2(cb), 0.0, 1.0) - pb)),
dot2(ac * clamp(dot(ac, pc) / dot2(ac), 0.0, 1.0) - pc))
:
dot(nor, pa) * dot(nor, pa) / dot2(nor));
}
exports.udQuad = function(p, a, b, c, d) {
var ba = b - a;
var pa = p - a;
var cb = c - b;
var pb = p - b;
var dc = d - c;
var pc = p - c;
var ad = a - d;
var pd = p - d;
var nor = cross(ba, ad);
return sqrt(
(sign(dot(cross(ba, nor), pa)) +
sign(dot(cross(cb, nor), pb)) +
sign(dot(cross(dc, nor), pc)) +
sign(dot(cross(ad, nor), pd)) < 3.0)
?
min(min(min(
dot2(ba * clamp(dot(ba, pa) / dot2(ba), 0.0, 1.0) - pa),
dot2(cb * clamp(dot(cb, pb) / dot2(cb), 0.0, 1.0) - pb)),
dot2(dc * clamp(dot(dc, pc) / dot2(dc), 0.0, 1.0) - pc)),
dot2(ad * clamp(dot(ad, pd) / dot2(ad), 0.0, 1.0) - pd))
:
dot(nor, pa) * dot(nor, pa) / dot2(nor));
}
exports.sdCappedCone = function(p, c) {
var q = vec2(length(p.xz), p.y);
var v = vec2(c.z * c.y / c.x, -c.z);
var w = v - q;
var vv = vec2(dot(v, v), v.x * v.x);
var qv = vec2(dot(v, w), v.x * w.x);
var d = max(qv, 0.0) * qv / vv;
return sqrt(dot(w, w) - max(d.x, d.y)) * sign(max(q.y * v.x - q.x * v.y, w.y));
}
exports.sdTorus82 = function(p, t) {
var q = vec2(length2(p.xz) - t.x, p.y);
return length8(q) - t.y;
}
exports.sdTorus88 = function(p, t) {
var q = vec2(length8(p.xz) - t.x, p.y);
return length8(q) - t.y;
}
exports.opU = function(d1, d2) {
return min(d1, d2);
}
exports.opS = function(d1, d2) {
return max(-d1, d2);
}
exports.opI = function(d1, d2) {
return max(d1, d2);
}
exports.union = function(d1, d2){
return min(d1, d2)
}
exports.intersect = function(d1, d2){
return max(d1,d2)
}
exports.subtract = function(d1, d2){
return max(-d1,d2)
}
exports.circle = function(p, x, y, radius){
return distance(p,vec2(x,y)) - radius
}
exports.box = function(p, left, top, width, height){
var xy = vec2(left, top)
var hwh = vec2(.5*width, .5*height)
var d = abs(p - xy-hwh) - hwh
return min(max(d.x,d.y),0.) + length(max(d,0.))
}
exports.roundbox = function(p, left, top, width, height, radius){
var rad2 = vec2(radius,radius)
var hwh = vec2(.5*width, .5*height)
var xy = vec2(left, top)
return length(max(abs(p - xy - hwh) - (hwh - 2. * rad2), 0.)) - 2. * radius
}
exports.line = function(p, left, top, right, bottom, radius){
var a = vec2(left, top)
var b = vec2(right, bottom)
var pa = p - a, ba = b - a
var h = clamp(dot(pa,ba)/dot(ba,ba), 0., 1.)
return length(pa - ba * h) - radius
}
exports.drawField = function(coord, field, color){
var edge = length(vec2(length(dFdx(coord)), length(dFdy(coord)))) * SQRT_1_2
return vec4(color, smoothstep(-edge, edge, field))
}
exports.smoothpoly = function(a, b, k){
var h = clamp( 0.5+0.5*(b-a)/k, 0.0, 1.0 )
return mix( b, a, h ) - k*h*(1.0-h)
}
exports.smoothpow = function(a, b, k){
a = pow( a, k ); b = pow( b, k )
return pow( (a*b)/(a+b), 1.0/k )
}
exports.smoothexp = function(a, b, k){
var res = exp( -k*a ) + exp( -k*b )
return -log( res )/k
}
})
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