├── .gitignore ├── Generators ├── Generators.rar ├── Generators_Kali.glsl ├── Readme.md ├── pic0.png ├── pic1.png ├── pic2.png ├── pic3.png ├── pic4.png ├── pic5.png ├── pic6.png ├── pic7.png ├── pic8.png ├── pic9.png └── shader.png ├── GeodesicTiling ├── GeodesicTiling.vox ├── Readme.md ├── pic1.png ├── pic2.png ├── pic3.png └── pic4.png ├── Goru ├── 0.png ├── 1.png ├── 2.png ├── 3.png ├── 4.png ├── Readme.md └── goru.rar ├── Holy_Grails_Quest_II ├── 0.png ├── 00.png ├── 1.png ├── 10.png ├── 11.png ├── 2.png ├── 3.png ├── 4.png ├── 5.png ├── 6.png ├── 7.png ├── 8.png ├── 9.png ├── Holy_Grail_0.rar ├── Holy_Grail_0_Very_Precise.rar ├── Holy_Grail_0_torus.rar ├── Holy_Grail_4.rar ├── Holy_Grail_Quest_II.glsl └── Readme.md ├── Kifs_Octahedrons ├── 1.png ├── 2.png ├── 3.png ├── 4.png ├── Kifs_Octahedron.rar ├── Kifs_Octahedron_2.rar ├── Kifs_Octahedron_3.rar ├── Kifs_Octahedron_4.rar └── Readme.md ├── LICENSE ├── Larval ├── Larval.rar ├── Modified_Shader │ ├── Larval.glsl │ ├── Readme.md │ ├── pic1.png │ └── pic2.png ├── Readme.md ├── pic0.png ├── pic2.png ├── pic3.png └── pic4.png ├── MandelMan ├── Mandel_Man.glsl ├── Mandel_Man.rar ├── Readme.md ├── pic0.png ├── pic1.png ├── pic2.png ├── pic3.png ├── pic4.png └── shader.png ├── PhilosopherStoned ├── PhilosopherStoned3_pic1.png ├── PhilosopherStoned3_pic2.png ├── PhilosopherStoned5_pic1.png ├── PhilosopherStoned5_pic2.png ├── PhilosopherStoned5_pic3.png ├── PhilosopherStoned5_pic4.png ├── PhilosopherStoned5_pic5.png ├── PhilosopherStoned5_pic6.png ├── PhilosopherStoned_16M.rar ├── PhilosopherStoned_16M_pic1.png ├── PhilosopherStoned_16M_pic2.png ├── PhilosopherStoned_16M_pic3.png ├── PhilosopherStoned_16M_pic4.png ├── PhilosopherStoned_2M.rar ├── PhilosopherStoned_2M_pic1.png ├── PhilosopherStoned_2M_pic2.png ├── PhuilosopherStoned3.rar ├── PhuilosopherStoned5.rar └── Readme.md ├── PolyhedralGears ├── Readme.md ├── pic1.png ├── pic2.png ├── pic3.png ├── pic4.png ├── pic5.png └── poly86M.rar ├── README.md ├── Shaderdough ├── Readme.md ├── Sahderdough.vox ├── pic1.png ├── pic2.png ├── pic3.png └── pic4.png ├── TreeKIFS ├── Readme.md ├── TreeKIFS.rar ├── pic0.png ├── pic1.png ├── pic2.png └── pic3.png └── UnderwaterFractalCreature ├── Readme.md ├── UnderwaterFractalCreature.rar ├── pic0.png ├── pic1.png └── pic2.png /.gitignore: -------------------------------------------------------------------------------- 1 | 2 | Larval/Modified_Shader/Larval.glsl 3 | -------------------------------------------------------------------------------- /Generators/Generators.rar: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/aiekick/SdfMesher_Models/35714a0fc4b0d1a0526fb25fd7ec2a916617ab4f/Generators/Generators.rar -------------------------------------------------------------------------------- /Generators/Generators_Kali.glsl: -------------------------------------------------------------------------------- 1 | @UNIFORMS 2 | 3 | uniform vec3(buffer:target=0) iResolution; 4 | uniform float(time) iTime; 5 | uniform vec4(mouse:2pos_2click) iMouse; 6 | uniform vec4(date) iDate; 7 | uniform int(frame) iFrame; 8 | uniform float(deltatime) iTimeDelta; 9 | uniform int(0:100:100) iter; 10 | 11 | @FRAGMENT 12 | 13 | // "GENERATORS REDUX" by Kali 14 | 15 | // Same fractal as "Ancient Temple" + rotations, improved shading 16 | // (better coloring, AO and shadows), some lighting effects, and a path for the camera 17 | // following a liquid metal ball. 18 | 19 | 20 | #define ENABLE_HARD_SHADOWS // turn off to enable faster AO soft shadows 21 | 22 | 23 | #define RAY_STEPS 70 24 | #define SHADOW_STEPS 50 25 | #define LIGHT_COLOR vec3(.85,.9,1.) 26 | #define AMBIENT_COLOR vec3(.8,.83,1.) 27 | #define FLOOR_COLOR vec3(1.,.7,.9) 28 | #define ENERGY_COLOR vec3(1.,.7,.4) 29 | #define BRIGHTNESS .9 30 | #define GAMMA 1.3 31 | #define SATURATION .85 32 | 33 | 34 | #define detail .00005 35 | #define t iTime*.25 36 | 37 | vec3 lightdir=normalize(vec3(0.5,-0.3,-1.)); 38 | vec3 ambdir=normalize(vec3(0.,0.,1.)); 39 | const vec3 origin=vec3(0.,3.11,0.); 40 | vec3 energy=vec3(0.01); 41 | float vibration=0.; 42 | float det=0.0001; 43 | vec3 pth1; 44 | 45 | 46 | mat2 rot(float a) { 47 | return mat2(cos(a),sin(a),-sin(a),cos(a)); 48 | } 49 | 50 | 51 | vec3 path(float ti) { 52 | return vec3(sin(ti),.3-sin(ti*.632)*.3,cos(ti*.5))*.5; 53 | } 54 | 55 | float Sphere(vec3 p, vec3 rd, float r){//A RAY TRACED SPHERE 56 | float b = dot( -p, rd ); 57 | float inner = b * b - dot( p, p ) + r * r; 58 | if( inner < 0.0 ) return -1.0; 59 | return b - sqrt( inner ); 60 | } 61 | 62 | vec2 de(vec3 pos) { 63 | float hid=0.; 64 | pos.y+=3.5; 65 | vec3 tpos=pos; 66 | //tpos.xz=abs(.5-mod(tpos.xz,1.)); 67 | vec4 p=vec4(tpos,1.); 68 | float y=max(0.,.35-abs(pos.y-3.35))/.35; 69 | for (int i=0; i<7; i++) {//LOWERED THE ITERS 70 | p.xyz = abs(p.xyz)-vec3(-0.02,1.98,-0.02); 71 | p=p*(2.0+vibration*y)/clamp(dot(p.xyz,p.xyz),.4,1.)-vec4(0.5,1.,0.4,0.); 72 | p.xz*=mat2(-0.416,-0.91,0.91,-0.416); 73 | } 74 | float fl=pos.y-3.013; 75 | float fr=(length(max(abs(p.xyz)-vec3(0.1,5.0,0.1),vec3(0.0)))-0.05)/p.w;//RETURN A RRECT 76 | //float fr=length(p.xyz)/p.w; 77 | float d=min(fl,fr); 78 | d=min(d,-pos.y+3.95); 79 | if (abs(d-fl)<.001) hid=1.; 80 | return vec2(d,hid); 81 | } 82 | 83 | 84 | vec3 normal(vec3 p) { 85 | vec3 e = vec3(0.0,det,0.0); 86 | 87 | return normalize(vec3( 88 | de(p+e.yxx).x-de(p-e.yxx).x, 89 | de(p+e.xyx).x-de(p-e.xyx).x, 90 | de(p+e.xxy).x-de(p-e.xxy).x 91 | ) 92 | ); 93 | } 94 | 95 | float shadow(vec3 pos, vec3 sdir) {//THIS ONLY RUNS WHEN WITH HARD SHADOWS 96 | float sh=1.0; 97 | float totdist =2.0*det; 98 | float dist=10.; 99 | float t1=Sphere((pos-.005*sdir)-pth1,-sdir,0.015); 100 | if (t1>0. && t1<.5) { 101 | vec3 sphglowNorm=normalize(pos-t1*sdir-pth1); 102 | sh=1.-pow(max(.0,dot(sphglowNorm,sdir))*1.2,3.); 103 | } 104 | for (int steps=0; stepsdetail) { 106 | vec3 p = pos - totdist * sdir; 107 | dist = de(p).x; 108 | sh = min( sh, max(50.*dist/totdist,0.0) ); 109 | totdist += max(.01,dist); 110 | } 111 | } 112 | 113 | return clamp(sh,0.1,1.0); 114 | } 115 | 116 | 117 | float calcAO( const vec3 pos, const vec3 nor ) { 118 | float aodet=detail*40.; 119 | float totao = 0.0; 120 | float sca = 14.0; 121 | for( int aoi=0; aoi<5; aoi++ ) { 122 | float hr = aodet*float(aoi*aoi); 123 | vec3 aopos = nor * hr + pos; 124 | float dd = de( aopos ).x; 125 | totao += -(dd-hr)*sca; 126 | sca *= 0.7; 127 | } 128 | return clamp( 1.0 - 5.0*totao, 0., 1.0 ); 129 | } 130 | 131 | float _texture(vec3 p) { 132 | p=abs(.5-fract(p*10.)); 133 | vec3 c=vec3(3.); 134 | float es, l=es=0.; 135 | for (int i = 0; i < 10; i++) { 136 | p = abs(p + c) - abs(p - c) - p; 137 | p/= clamp(dot(p, p), .0, 1.); 138 | p = p* -1.5 + c; 139 | if ( mod(float(i), 2.) < 1. ) { 140 | float pl = l; 141 | l = length(p); 142 | es+= exp(-1. / abs(l - pl)); 143 | } 144 | } 145 | return es; 146 | } 147 | 148 | vec3 light(in vec3 p, in vec3 dir, in vec3 n, in float hid) {//PASSING IN THE NORMAL 149 | #ifdef ENABLE_HARD_SHADOWS 150 | float sh=shadow(p, lightdir); 151 | #else 152 | float sh=calcAO(p,-2.5*lightdir);//USING AO TO MAKE VERY SOFT SHADOWS 153 | #endif 154 | sh = 0.; 155 | float ao=calcAO(p,n); 156 | float diff=max(0.,dot(lightdir,-n))*sh; 157 | float y=3.35-p.y; 158 | vec3 amb=max(.5,dot(dir,-n))*.5*AMBIENT_COLOR; 159 | if (hid<.5) { 160 | amb+=max(0.2,dot(vec3(0.,1.,0.),-n))*FLOOR_COLOR*pow(max(0.,.2-abs(3.-p.y))/.2,1.5)*2.; 161 | amb+=energy*pow(max(0.,.4-abs(y))/.4,2.)*max(0.2,dot(vec3(0.,-sign(y),0.),-n))*2.; 162 | } 163 | vec3 r = reflect(lightdir,n); 164 | float spec=pow(max(0.,dot(dir,-r))*sh,10.); 165 | vec3 col; 166 | float energysource=pow(max(0.,.04-abs(y))/.04,4.)*2.; 167 | if (hid>1.5) {col=vec3(1.); spec=spec*spec;} 168 | else{ 169 | float k=_texture(p)*.23+.2; 170 | k=min(k,1.5-energysource); 171 | col=mix(vec3(k,k*k,k*k*k),vec3(k),.3); 172 | if (abs(hid-1.)<.001) col*=FLOOR_COLOR*1.3; 173 | } 174 | col=col*(amb+diff*LIGHT_COLOR)+spec*LIGHT_COLOR; 175 | if (hid<.5) { 176 | col=max(col,energy*2.*energysource); 177 | } 178 | col*=min(1.,ao+length(energy)*.5*max(0.,.1-abs(y))/.1); 179 | return col; 180 | } 181 | 182 | vec3 raymarch(in vec3 from, in vec3 dir) 183 | 184 | { 185 | float ey=mod(t*.5,1.); 186 | float glow,eglow,ref,sphdist,totdist=glow=eglow=ref=sphdist=0.; 187 | vec2 d=vec2(1.,0.); 188 | vec3 p, col=vec3(0.); 189 | vec3 origdir=dir,origfrom=from,sphNorm; 190 | 191 | //FAKING THE SQUISHY BALL BY MOVING A RAY TRACED BALL 192 | vec3 wob=cos(dir*500.0*length(from-pth1)+(from-pth1)*250.+iTime*10.)*0.0005; 193 | float t1=Sphere(from-pth1+wob,dir,0.015); 194 | float tg=Sphere(from-pth1+wob,dir,0.02); 195 | if(t1>0.){ 196 | ref=1.0;from+=t1*dir;sphdist=t1; 197 | sphNorm=normalize(from-pth1+wob); 198 | dir=reflect(dir,sphNorm); 199 | } 200 | else if (tg>0.) { 201 | vec3 sphglowNorm=normalize(from+tg*dir-pth1+wob); 202 | glow+=pow(max(0.,dot(sphglowNorm,-dir)),5.); 203 | }; 204 | 205 | //for (int i=0; idet && totdist<3.0) { 207 | p=from;//+totdist*dir; 208 | d=de(p); 209 | det=detail*(1.+totdist*60.)*(1.+ref*5.); 210 | totdist+=d.x; 211 | energy=ENERGY_COLOR*(1.5+sin(iTime*20.+p.z*10.))*.25; 212 | if(d.x<0.015)glow+=max(0.,.015-d.x)*exp(-totdist); 213 | if (d.y<.5 && d.x<0.03){//ONLY DOING THE GLOW WHEN IT IS CLOSE ENOUGH 214 | float glw=min(abs(3.35-p.y-ey),abs(3.35-p.y+ey));//2 glows at once 215 | eglow+=max(0.,.03-d.x)/.03* 216 | (pow(max(0.,.05-glw)/.05,5.) 217 | +pow(max(0.,.15-abs(3.35-p.y))/.15,8.))*1.5; 218 | } 219 | //} 220 | //} 221 | float l=pow(max(0.,dot(normalize(-dir.xz),normalize(lightdir.xz))),2.); 222 | l*=max(0.2,dot(-dir,lightdir)); 223 | vec3 backg=.5*(1.2-l)+LIGHT_COLOR*l*.7; 224 | backg*=AMBIENT_COLOR; 225 | if (d.x<=det) { 226 | vec3 norm=normal(p-abs(d.x-det)*dir);//DO THE NORMAL CALC OUTSIDE OF LIGHTING (since we already have the sphere normal) 227 | col=light(p-abs(d.x-det)*dir, dir, norm, d.y)*exp(-.2*totdist*totdist); 228 | col = mix(col, backg, 1.0-exp(-1.*pow(totdist,1.5))); 229 | fragColor1 = vec4(norm,1); 230 | } else { 231 | col=backg; 232 | fragColor1 = vec4(0); 233 | } 234 | vec3 lglow=LIGHT_COLOR*pow(l,30.)*.5; 235 | col+=glow*(backg+lglow)*1.3; 236 | col+=pow(eglow,2.)*energy*.015; 237 | col+=lglow*min(1.,totdist*totdist*.3); 238 | if (ref>0.5) { 239 | vec3 sphlight=light(origfrom+sphdist*origdir,origdir,sphNorm,2.); 240 | col=mix(col*.3+sphlight*.7,backg,1.0-exp(-1.*pow(sphdist,1.5))); 241 | } 242 | fragColor = vec4(d.x); 243 | fragColor2 = vec4(col,1); 244 | return col; 245 | } 246 | 247 | vec3 move(inout mat2 rotview1,inout mat2 rotview2) { 248 | vec3 go=path(t); 249 | vec3 adv=path(t+.7); 250 | vec3 advec=normalize(adv-go); 251 | float an=atan(advec.x,advec.z); 252 | rotview1=mat2(cos(an),sin(an),-sin(an),cos(an)); 253 | an=advec.y*1.7; 254 | rotview2=mat2(cos(an),sin(an),-sin(an),cos(an)); 255 | return go; 256 | } 257 | 258 | 259 | void mainImage( out vec4 fragDF, out vec4 fragNor, out vec4 fragCol, in vec2 fragCoord ) 260 | { 261 | pth1 = path(t+.3)+origin+vec3(0.,.01,0.); 262 | vec2 uv = fragCoord.xy / iResolution.xy*2.-1.; 263 | /*vec2 uv2=uv; 264 | 265 | uv.y*=iResolution.y/iResolution.x; 266 | vec2 mouse=(iMouse.xy/iResolution.xy-.5)*3.; 267 | if (iMouse.z<1.) mouse=vec2(0.); 268 | mat2 rotview1, rotview2; 269 | vec3 from=origin+move(rotview1,rotview2);*/ 270 | vec3 dir=normalize(vec3(uv*.8,1.)); 271 | //dir.yz*=rot(mouse.y); 272 | //dir.xz*=rot(mouse.x); 273 | //dir.yz*=rotview2; 274 | //dir.xz*=rotview1; 275 | //from = v_pos.xyz; 276 | //dir = normalize(v_pos.xyz); 277 | //vec3 color=raymarch(from,dir); 278 | //color=clamp(color,vec3(.0),vec3(1.)); 279 | //color=pow(color,vec3(GAMMA))*BRIGHTNESS; 280 | //color=mix(vec3(length(color)),color,SATURATION); 281 | 282 | vec3 p = v_pos.xyz; 283 | vec2 d = de(p); 284 | vec3 n = normal(p); 285 | vec3 col = light(p, dir, n, d.y); 286 | fragDF = vec4(d.x); 287 | fragNor = vec4(n,1); 288 | fragCol = vec4(col,1); 289 | } 290 | -------------------------------------------------------------------------------- /Generators/Readme.md: -------------------------------------------------------------------------------- 1 | Meshed with SdfMesher 0.0.6540 (twitter:https://twitter.com/search?q=sdfmesher&src=typd) from a shader 2 | 3 | Original Shader Link : https://www.shadertoy.com/view/Xtf3Rn 4 | 5 | Author : Kali (shadertoy:https://www.shadertoy.com/user/Kali) 6 | ![Shader](shader.png) 7 | 8 | Model : 11M of voxels, many cubes of 100 x 100 x 100 9 | 10 | Glsl file used by SdfMesher : Generators_Kali.glsl 11 | 12 | the mains difficult things, as usual was to understand code :) 13 | and extract, only df, normal, and color for a voxel pos. 14 | so many effect of the original shader are ignored. 15 | and for now i cant export colors to MagicalVoxel, 16 | because quantization from 32M to 256 colors not work as expected. 17 | 18 | ![Pic0](pic0.png) 19 | ![Pic1](pic1.png) 20 | ![Pic2](pic2.png) 21 | ![Pic3](pic3.png) 22 | ![Pic4](pic4.png) 23 | ![Pic5](pic5.png) 24 | ![Pic6](pic6.png) 25 | ![Pic7](pic7.png) 26 | ![Pic8](pic8.png) 27 | ![Pic9](pic9.png) 28 | -------------------------------------------------------------------------------- /Generators/pic0.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/aiekick/SdfMesher_Models/35714a0fc4b0d1a0526fb25fd7ec2a916617ab4f/Generators/pic0.png -------------------------------------------------------------------------------- /Generators/pic1.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/aiekick/SdfMesher_Models/35714a0fc4b0d1a0526fb25fd7ec2a916617ab4f/Generators/pic1.png -------------------------------------------------------------------------------- /Generators/pic2.png: 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https://www.shadertoy.com/view/MtfGWM 18 | 19 | //another holy grail candidate from msltoe found here: 20 | //http://www.fractalforums.com/theory/choosing-the-squaring-formula-by-location 21 | 22 | //I have altered the formula to make it continuous but it still creates the same nice julias - eiffie 23 | 24 | #define time iTime 25 | #define size iResolution 26 | 27 | vec3 C,mcol; 28 | bool bColoring=false; 29 | #define pi 3.14159 30 | float DE(in vec3 p) 31 | { 32 | p *= scale; 33 | float dr=1.0,r=length(p); 34 | //C=p; 35 | for(int i=0;ilimit)break; 38 | dr=dr*2.0*r; 39 | float psi = abs(mod(atan(p.z,p.y)+pi/8.0,pi/4.0)-pi/8.0); 40 | p.yz=vec2(cos(psi),sin(psi))*length(p.yz); 41 | vec3 p2=p*p; 42 | p=vec3(vec2(p2.x-p2.y,2.0*p.x*p.y)*(1.0-p2.z/(p2.x+p2.y+p2.z)), 43 | 2.0*p.z*sqrt(p2.x+p2.y))+C; 44 | r=length(p); 45 | if(bColoring && i==3)mcol=p; 46 | } 47 | return min(log(r)*r/max(dr,1.0),1.0); 48 | } 49 | 50 | float rnd(vec2 c){return fract(sin(dot(vec2(1.317,19.753),c))*413.7972);} 51 | float rndStart(vec2 fragCoord){ 52 | return 0.5+0.5*rnd(fragCoord.xy+vec2(time*217.0)); 53 | } 54 | float shadao(vec3 ro, vec3 rd, float px, vec2 fragCoord){//pretty much IQ's SoftShadow 55 | float res=1.0,d,t=2.0*px*rndStart(fragCoord); 56 | for(int i=0;i<4;i++){ 57 | d=max(px,DE(ro+rd*t)*1.5); 58 | t+=d; 59 | res=min(res,d/t+t*0.1); 60 | } 61 | return res; 62 | } 63 | 64 | vec3 Julia(float t) 65 | { 66 | t=mod(t,5.0); 67 | if(t<1.0)return vec3(-0.8,0.0,0.0); 68 | if(t<2.0)return vec3(-0.8,0.62,0.41); 69 | if(t<3.0)return vec3(-0.8,1.0,-0.69); 70 | if(t<4.0)return vec3(0.5,-0.84,-0.13); 71 | return vec3(0.0,1.0,-1.0); 72 | } 73 | 74 | void Init() 75 | { 76 | mcol = vec3(0); 77 | float tim=uShape*15.0 + iTime; 78 | if(mod(tim,15.0)<5.0) 79 | C=mix(Julia(tim-1.0),Julia(tim),smoothstep(0.0,1.0,fract(tim)*5.0)); 80 | else 81 | C=vec3(-cos(tim),cos(tim)*abs(sin(tim*0.3)),-0.5*abs(-sin(tim))); 82 | } 83 | 84 | float getDF(vec3 p) 85 | { 86 | return DE(p); 87 | } 88 | 89 | vec3 getNor(vec3 pos, float prec) 90 | { 91 | vec3 eps = vec3( prec, 0., 0. ); 92 | vec3 nor = vec3( 93 | getDF(pos+eps.xyy) - getDF(pos-eps.xyy), 94 | getDF(pos+eps.yxy) - getDF(pos-eps.yxy), 95 | getDF(pos+eps.yyx) - getDF(pos-eps.yyx) ); 96 | return normalize(nor); 97 | } 98 | 99 | vec3 getColor(vec3 p, vec3 n) 100 | { 101 | bColoring=true;float d=DE(p);bColoring=false; 102 | vec3 lc=vec3(1.0,0.9,0.8),sc=sqrt(abs(sin(mcol))); 103 | return 2.0*lc*sc; 104 | } 105 | 106 | -------------------------------------------------------------------------------- /Holy_Grails_Quest_II/Readme.md: -------------------------------------------------------------------------------- 1 | Meshed with SdfMesher 0.0.6540 (twitter:https://twitter.com/search?q=sdfmesher&src=typd) from a shader 2 | 3 | Original Shader Link : https://www.shadertoy.com/view/MtfGWM 4 | 5 | Author : Effie (shadertoy:https://www.shadertoy.com/user/eiffie) 6 | ![Shader](00.png) 7 | 8 | Model : many cubes of 100 x 100 x 100 9 | 10 | Glsl file used by SdfMesher : Holy_Grail_Quest_II.glsl 11 | 12 | ![Pic0](0.png) 13 | ![Pic1](1.png) 14 | ![Pic2](2.png) 15 | ![Pic3](3.png) 16 | ![Pic4](4.png) 17 | ![Pic5](5.png) 18 | ![Pic6](6.png) 19 | ![Pic7](7.png) 20 | ![Pic8](8.png) 21 | 22 | Very precise version but Magicavoxel cant render it full 23 | 24 | ![Pic9](9.png) 25 | ![Pic10](10.png) 26 | ![Pic11](11.png) 27 | 28 | -------------------------------------------------------------------------------- /Kifs_Octahedrons/1.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/aiekick/SdfMesher_Models/35714a0fc4b0d1a0526fb25fd7ec2a916617ab4f/Kifs_Octahedrons/1.png -------------------------------------------------------------------------------- /Kifs_Octahedrons/2.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/aiekick/SdfMesher_Models/35714a0fc4b0d1a0526fb25fd7ec2a916617ab4f/Kifs_Octahedrons/2.png 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-------------------------------------------------------------------------------- /Kifs_Octahedrons/Kifs_Octahedron_2.rar: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/aiekick/SdfMesher_Models/35714a0fc4b0d1a0526fb25fd7ec2a916617ab4f/Kifs_Octahedrons/Kifs_Octahedron_2.rar -------------------------------------------------------------------------------- /Kifs_Octahedrons/Kifs_Octahedron_3.rar: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/aiekick/SdfMesher_Models/35714a0fc4b0d1a0526fb25fd7ec2a916617ab4f/Kifs_Octahedrons/Kifs_Octahedron_3.rar -------------------------------------------------------------------------------- /Kifs_Octahedrons/Kifs_Octahedron_4.rar: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/aiekick/SdfMesher_Models/35714a0fc4b0d1a0526fb25fd7ec2a916617ab4f/Kifs_Octahedrons/Kifs_Octahedron_4.rar -------------------------------------------------------------------------------- /Kifs_Octahedrons/Readme.md: -------------------------------------------------------------------------------- 1 | Meshed with SdfMesher 0.0.6540 (twitter:https://twitter.com/search?q=sdfmesher&src=typd) from a shader 2 | 3 | Original Shader Link : https://www.shadertoy.com/view/Xtf3Rn 4 | 5 | Author : Connor Bell (twitter:https://twitter.com/connrbell / ShaderToy:https://www.shadertoy.com/user/macbooktall) 6 | 7 | Model : many cubes of 100 x 100 x 100 8 | 9 | ![Pic0](1.png) 10 | ![Pic1](2.png) 11 | ![Pic2](3.png) 12 | ![Pic3](4.png) 13 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2018 Aiekick 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /Larval/Larval.rar: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/aiekick/SdfMesher_Models/35714a0fc4b0d1a0526fb25fd7ec2a916617ab4f/Larval/Larval.rar -------------------------------------------------------------------------------- /Larval/Modified_Shader/Larval.glsl: -------------------------------------------------------------------------------- 1 | // extracted and modified for Use in SdfMesher from https://www.shadertoy.com/view/ldB3Rz 2 | 3 | @UNIFORMS 4 | 5 | uniform samplerCube(cube00_0.jpg:cube00_1.jpg:cube00_2.jpg:cube00_3.jpg:cube00_4.jpg:cube00_5.jpg) iChannel0; 6 | uniform float(time) iTime; 7 | uniform vec2(0.0,0.0:5.0,5.0:1.0,1.0) uRotXY; 8 | uniform vec3(color:0.1,0.5,1.0) uBackgroundColor; 9 | uniform float(0.0:5.0:1.0) uIntensity; 10 | uniform float(-6.0:6.0:0.0) uExposure; 11 | uniform float(checkbox) uAnimate; 12 | uniform float(0.0:5.0:3.5) uScale; 13 | uniform float(checkbox) uShowRender; 14 | uniform int(1:16:16) uMaxIter; 15 | 16 | @FRAGMENT 17 | 18 | // https://www.shadertoy.com/view/Msffzn 19 | // UI Framework Example. Based on: 20 | // Larval - @P_Malin 21 | // https://www.shadertoy.com/view/ldB3Rz 22 | // Super Shader GUI - @P_Malin 23 | // https://www.shadertoy.com/view/Xs2cR1 24 | // License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. 25 | 26 | // Some kind of alien fractal thingy. 27 | // A hacked together KIFS doodle. 28 | // The fractal parameters aren't that exciting but I like the pretty colours :D 29 | 30 | 31 | // ---------------------- 8< --------------------- 8< -------------------------- 32 | 33 | 34 | #define kRaymarchIterations 24 35 | #define kIFSIterations 16 36 | 37 | float kExposure = 0.1; 38 | 39 | #define TEMPERATURE 2200.0 40 | 41 | vec3 blackbody(float t) 42 | { 43 | t *= TEMPERATURE; 44 | 45 | float u = ( 0.860117757 + 1.54118254e-4 * t + 1.28641212e-7 * t*t ) 46 | / ( 1.0 + 8.42420235e-4 * t + 7.08145163e-7 * t*t ); 47 | 48 | float v = ( 0.317398726 + 4.22806245e-5 * t + 4.20481691e-8 * t*t ) 49 | / ( 1.0 - 2.89741816e-5 * t + 1.61456053e-7 * t*t ); 50 | 51 | float x = 3.0*u / (2.0*u - 8.0*v + 4.0); 52 | float y = 2.0*v / (2.0*u - 8.0*v + 4.0); 53 | float z = 1.0 - x - y; 54 | 55 | float Y = 1.0; 56 | float X = Y / y * x; 57 | float Z = Y / y * z; 58 | 59 | mat3 XYZtoRGB = mat3(3.2404542, -1.5371385, -0.4985314, 60 | -0.9692660, 1.8760108, 0.0415560, 61 | 0.0556434, -0.2040259, 1.0572252); 62 | 63 | return max(vec3(0.0), (vec3(X,Y,Z) * XYZtoRGB) * pow(t * 0.0004, 4.0)); 64 | } 65 | 66 | 67 | // KIFS parameters 68 | const float fScale=1.25; 69 | vec3 vOffset = vec3(-1.0,-2.0,-0.2); 70 | mat3 m; 71 | 72 | const float kFarClip = 30.0; 73 | 74 | vec2 GetSceneDistance( in vec3 vPos ) 75 | { 76 | float fTrap = kFarClip; 77 | 78 | float fTotalScale = 1.0; 79 | for(int i=0; i uMaxIter) break; 82 | vPos.xyz = abs(vPos.xyz); 83 | vPos *= fScale; 84 | fTotalScale *= fScale; 85 | vPos += vOffset; 86 | vPos.xyz = (vPos.xyz) * m; 87 | 88 | float fCurrDist = length(vPos.xyz) * fTotalScale; 89 | //float fCurrDist = max(max(vPos.x, vPos.y), vPos.z) * fTotalScale; 90 | //float fCurrDist = dot(vPos.xyz, vPos.xyz);// * fTotalScale; 91 | fTrap = min(fTrap, fCurrDist); 92 | } 93 | 94 | float l = length(vPos.xyz) / fTotalScale; 95 | 96 | float fDist = l - 0.1; 97 | return vec2(fDist, fTrap); 98 | } 99 | 100 | float getDF(vec3 p) 101 | { 102 | return GetSceneDistance(p).x; 103 | } 104 | 105 | vec4 Raycast( const in vec3 vOrigin, const in vec3 vDir ) 106 | { 107 | float fClosest = kFarClip; 108 | vec2 d = vec2(0.0); 109 | float t = 0.01; 110 | for(int i=0; i kFarClip) 120 | { 121 | t = kFarClip; 122 | break; 123 | } 124 | } 125 | 126 | return vec4(t, d.x, d.y, fClosest); 127 | } 128 | 129 | vec3 GetSceneNormal( const in vec3 vPos ) 130 | { 131 | const float fDelta = 0.000001; 132 | 133 | vec3 vOffset1 = vec3( fDelta, -fDelta, -fDelta); 134 | vec3 vOffset2 = vec3(-fDelta, -fDelta, fDelta); 135 | vec3 vOffset3 = vec3(-fDelta, fDelta, -fDelta); 136 | vec3 vOffset4 = vec3( fDelta, fDelta, fDelta); 137 | 138 | float f1 = GetSceneDistance( vPos + vOffset1 ).x; 139 | float f2 = GetSceneDistance( vPos + vOffset2 ).x; 140 | float f3 = GetSceneDistance( vPos + vOffset3 ).x; 141 | float f4 = GetSceneDistance( vPos + vOffset4 ).x; 142 | 143 | vec3 vNormal = vOffset1 * f1 + vOffset2 * f2 + vOffset3 * f3 + vOffset4 * f4; 144 | 145 | return normalize( vNormal ); 146 | } 147 | 148 | vec3 TraceRay( const in vec3 vOrigin, const in vec3 vDir, vec3 pos ) 149 | { 150 | vec2 d = GetSceneDistance(pos); 151 | vec4 vHit = vec4(d.x, d.x, d.y, kFarClip); 152 | 153 | vec3 vHitPos = pos;//vOrigin + vDir * vHit.x; 154 | vec3 vHitNormal = GetSceneNormal(pos); 155 | 156 | float fShade = 1.0; 157 | float fGlow = 0.0; 158 | vec3 vEnvDir = vDir; 159 | if(vHit.x < kFarClip) 160 | { 161 | vEnvDir = reflect(vDir, vHitNormal); 162 | fGlow = clamp(1.2 - vHit.z * 0.1, 0.0, 1.0); 163 | fGlow = pow(fGlow, 2.0); 164 | fShade = fGlow; 165 | } 166 | 167 | vec3 vEnv = texture(iChannel0, vEnvDir).rgb; 168 | vEnv = vEnv * vEnv; 169 | vEnv = -log2(1.0 - min(vEnv, 0.99)); 170 | 171 | vec3 vEnvColour = uBackgroundColor; 172 | vEnv *= vEnvColour; 173 | 174 | vec3 vColour = vEnv * (0.25 + fShade * 0.75); 175 | 176 | float fIntensity = uIntensity; 177 | 178 | float fTemp = 0.0; 179 | // object glow 180 | if(vHit.x < kFarClip) 181 | { 182 | vColour += blackbody( fGlow ) * 20.0 * fIntensity; 183 | } 184 | 185 | 186 | // outer glow 187 | { 188 | float f = 1.0 - clamp(vHit.w * 0.5, 0.0, 1.0); 189 | 190 | float fGlowAmount = 0.0; 191 | 192 | // big glow 193 | float f1 = pow(f, 20.0); 194 | fGlowAmount += f1 * 2.0 * (0.5 + fShade * 0.5); 195 | 196 | // small glow 197 | float f2 = pow(f, 200.0); 198 | fGlowAmount += f2 * 5.0 * fShade; 199 | 200 | vColour += blackbody( fGlowAmount * 0.25 ) * 10.0 * fIntensity; 201 | } 202 | 203 | return vColour; 204 | } 205 | 206 | 207 | vec3 OriginalTraceRay( const in vec3 vOrigin, const in vec3 vDir ) 208 | { 209 | vec4 vHit = Raycast(vOrigin, vDir); 210 | 211 | vec3 vHitPos = vOrigin + vDir * vHit.x; 212 | vec3 vHitNormal = GetSceneNormal(vHitPos); 213 | 214 | float fShade = 1.0; 215 | float fGlow = 0.0; 216 | vec3 vEnvDir = vDir; 217 | if(vHit.x < kFarClip) 218 | { 219 | vEnvDir = reflect(vDir, vHitNormal); 220 | fGlow = clamp(1.2 - vHit.z * 0.1, 0.0, 1.0); 221 | fGlow = pow(fGlow, 2.0); 222 | fShade = fGlow; 223 | } 224 | 225 | vec3 vEnv = texture(iChannel0, vEnvDir).rgb; 226 | vEnv = vEnv * vEnv; 227 | vEnv = -log2(1.0 - min(vEnv, 0.99)); 228 | 229 | vec3 vEnvColour = uBackgroundColor; 230 | vEnv *= vEnvColour; 231 | 232 | vec3 vColour = vEnv * (0.25 + fShade * 0.75); 233 | 234 | float fIntensity = uIntensity; 235 | 236 | float fTemp = 0.0; 237 | // object glow 238 | if(vHit.x < kFarClip) 239 | { 240 | vColour += blackbody( fGlow ) * 20.0 * fIntensity; 241 | } 242 | 243 | 244 | // outer glow 245 | { 246 | float f = 1.0 - clamp(vHit.w * 0.5, 0.0, 1.0); 247 | 248 | float fGlowAmount = 0.0; 249 | 250 | // big glow 251 | float f1 = pow(f, 20.0); 252 | fGlowAmount += f1 * 2.0 * (0.5 + fShade * 0.5); 253 | 254 | // small glow 255 | float f2 = pow(f, 200.0); 256 | fGlowAmount += f2 * 5.0 * fShade; 257 | 258 | vColour += blackbody( fGlowAmount * 0.25 ) * 10.0 * fIntensity; 259 | } 260 | 261 | return vColour; 262 | } 263 | 264 | // mat3 from quaternion 265 | mat3 SetRot( const in vec4 q ) 266 | { 267 | vec4 qSq = q * q; 268 | float xy2 = q.x * q.y * 2.0; 269 | float xz2 = q.x * q.z * 2.0; 270 | float yz2 = q.y * q.z * 2.0; 271 | float wx2 = q.w * q.x * 2.0; 272 | float wy2 = q.w * q.y * 2.0; 273 | float wz2 = q.w * q.z * 2.0; 274 | 275 | return mat3 ( 276 | qSq.w + qSq.x - qSq.y - qSq.z, xy2 - wz2, xz2 + wy2, 277 | xy2 + wz2, qSq.w - qSq.x + qSq.y - qSq.z, yz2 - wx2, 278 | xz2 - wy2, yz2 + wx2, qSq.w - qSq.x - qSq.y + qSq.z ); 279 | } 280 | 281 | // mat3 from axis / angle 282 | mat3 SetRot( vec3 vAxis, float fAngle ) 283 | { 284 | return SetRot( vec4(normalize(vAxis) * sin(fAngle), cos(fAngle)) ); 285 | } 286 | 287 | vec3 ApplyPostFx( const in vec3 vIn, const in vec2 fragCoord ) 288 | { 289 | vec2 vUV = fragCoord.xy / iResolution.xy; 290 | vec2 vCentreOffset = (vUV - 0.5) * 2.0; 291 | 292 | vec3 vResult = vIn; 293 | vResult.xyz *= clamp(1.0 - dot(vCentreOffset, vCentreOffset) * 0.4, 0.0, 1.0); 294 | 295 | vResult.xyz = 1.0 - exp(vResult.xyz * -kExposure * pow(2.0f, uExposure) ); 296 | 297 | vResult.xyz = pow(vResult.xyz, vec3(1.0 / 2.2)); 298 | 299 | return vResult; 300 | } 301 | 302 | void Init() 303 | { 304 | 305 | } 306 | 307 | vec3 getColor(vec3 p) 308 | { 309 | p *= uScale; 310 | vec3 vResult = TraceRay(p, normalize(p), p); 311 | vResult = ApplyPostFx(vResult,gl_FragCoord.xy); 312 | return vResult; 313 | } 314 | 315 | void mainImage( out vec4 fragColor, out vec4 fragColor1, out vec4 fragColor2, out vec4 fragColor3, in vec2 fragCoord ) 316 | { 317 | vec2 vUV = fragCoord.xy / iResolution.xy; 318 | vec2 vWindow = vUV * 2.0 - 1.0; 319 | vWindow.x *= iResolution.x / iResolution.y; 320 | 321 | vec2 vMouse = vec2(0.0);//iMouse.xy / iResolution.xy; 322 | 323 | float fHeading = iTime * 0.21; 324 | float fElevation = cos(iTime * 0.1) * 0.5; 325 | float fCameraDistance = 15.0 + sin(iTime * 0.05) * 5.0; 326 | 327 | float fSinElevation = sin(fElevation); 328 | float fCosElevation = cos(fElevation); 329 | float fSinHeading = sin(fHeading); 330 | float fCosHeading = cos(fHeading); 331 | 332 | vec3 vCameraOffset; 333 | vCameraOffset.x = fSinHeading * fCosElevation; 334 | vCameraOffset.y = fSinElevation; 335 | vCameraOffset.z = fCosHeading * fCosElevation; 336 | 337 | vec3 vCameraPos = vCameraOffset * fCameraDistance; 338 | 339 | vec3 vCameraTarget = vec3(0.0, 0.0, 0.0); 340 | 341 | vec3 vForward = normalize(vCameraTarget - vCameraPos); 342 | vec3 vRight = normalize(cross(vec3(0.0, 1.0, 0.0), vForward)); 343 | vec3 vUp = normalize(cross(vForward, vRight)); 344 | 345 | float fFov = 2.0; 346 | 347 | vec3 vDir = normalize(vWindow.x * vRight + vWindow.y * vUp + vForward * fFov); 348 | 349 | vec3 vRotationAxis = vec3(1.0, 4.0, 2.0); 350 | 351 | // Rotate the rotation axis 352 | mat3 m2 = SetRot( vec3(0.1, 1.0, 0.01), iTime * 0.3 ); 353 | 354 | vRotationAxis = vRotationAxis * m2; 355 | 356 | float fRotationAngle = sin(iTime * 0.5); 357 | 358 | if ( uAnimate < 0.5 ) 359 | { 360 | vRotationAxis = vec3( uRotXY.x, 1.0, uRotXY.y ); 361 | fRotationAngle = length(vRotationAxis); 362 | } 363 | 364 | m = SetRot(vRotationAxis, fRotationAngle); 365 | 366 | #ifdef SLICEVIEW 367 | 368 | vec3 p = v_pos.xyz * uScale; 369 | 370 | 371 | float d = GetSceneDistance(p).x; 372 | vec3 n = GetSceneNormal(p); 373 | fragColor = vec4(d); 374 | fragColor1 = vec4(n,1); 375 | 376 | vec3 vResult = TraceRay(vCameraPos, vDir, p); 377 | vResult = ApplyPostFx(vResult,fragCoord); 378 | fragColor2 = vec4(vResult,1.0); 379 | 380 | if (uShowRender > 0.5) 381 | { 382 | vResult = OriginalTraceRay(vCameraPos, vDir); 383 | vResult = ApplyPostFx(vResult,fragCoord); 384 | fragColor3 = vec4(vResult,1.0); 385 | } 386 | 387 | #endif 388 | } 389 | 390 | -------------------------------------------------------------------------------- /Larval/Modified_Shader/Readme.md: -------------------------------------------------------------------------------- 1 | Meshed with SdfMesher 0.0.6540 (twitter:https://twitter.com/search?q=sdfmesher&src=typd) from a shader 2 | 3 | Original Shader Link : https://www.shadertoy.com/view/ldB3Rz 4 | 5 | Author : P_Malin (https://twitter.com/P_Malin) 6 | 7 | ## The uniforms are : 8 | 9 | ```glsl 10 | uniform samplerCube(cube00_0.jpg:cube00_1.jpg:cube00_2.jpg:cube00_3.jpg:cube00_4.jpg:cube00_5.jpg) iChannel0; 11 | ``` 12 | 13 | ### Time widget 14 | 15 | ```glsl 16 | uniform float(time) iTime; 17 | ``` 18 | 19 | ### Sliders 20 | 21 | ```glsl 22 | //the description is : 23 | uniform type(infValue, supValude, defaultValue) name; 24 | ``` 25 | 26 | ```glsl 27 | uniform vec2(0.0,0.0:5.0,5.0:1.0,1.0) uRotXY; 28 | uniform float(0.0:5.0:1.0) uIntensity; 29 | uniform float(-6.0:6.0:0.0) uExposure; 30 | uniform float(0.0:5.0:3.5) uScale; 31 | uniform int(1:16:16) uMaxIter; 32 | ``` 33 | 34 | ### Color widget 35 | 36 | ```glsl 37 | uniform vec3(color:0.1,0.5,1.0) uBackgroundColor; 38 | ``` 39 | 40 | ### CheckBox : true is > to 0.5, false < to 0.5 41 | 42 | ```glsl 43 | uniform float(checkbox) uAnimate; 44 | uniform float(checkbox) uShowRender; 45 | ``` 46 | 47 | ### The uniform look like this in SdfMesher : 48 | 49 | ![Pic1](pic1.png) 50 | 51 | ### The uniform uShowRender : 52 | 53 | is for show the preview, for select the good pos, one the slice preview 54 | 55 | better to uncheck during meshing, for have less shader cost, and decrease total time 56 | 57 | ![Pic2](pic2.png) 58 | -------------------------------------------------------------------------------- /Larval/Modified_Shader/pic1.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/aiekick/SdfMesher_Models/35714a0fc4b0d1a0526fb25fd7ec2a916617ab4f/Larval/Modified_Shader/pic1.png -------------------------------------------------------------------------------- /Larval/Modified_Shader/pic2.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/aiekick/SdfMesher_Models/35714a0fc4b0d1a0526fb25fd7ec2a916617ab4f/Larval/Modified_Shader/pic2.png -------------------------------------------------------------------------------- /Larval/Readme.md: -------------------------------------------------------------------------------- 1 | Meshed with SdfMesher 0.0.6540 (twitter:https://twitter.com/search?q=sdfmesher&src=typd) from a shader 2 | 3 | Original Shader Link : https://www.shadertoy.com/view/ldB3Rz 4 | 5 | Author : P_Malin (https://twitter.com/P_Malin) 6 | 7 | Model : 6M of Voxels, many cubes of 100 x 100 x 100 8 | 9 | Renders : 10 | 11 | ![Pic0](pic0.png) 12 | ![Pic2](pic2.png) 13 | 14 | Interior : 15 | 16 | ![Pic3](pic3.png) 17 | 18 | In Model view : 19 | 20 | ![Pic4](pic4.png) 21 | -------------------------------------------------------------------------------- /Larval/pic0.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/aiekick/SdfMesher_Models/35714a0fc4b0d1a0526fb25fd7ec2a916617ab4f/Larval/pic0.png -------------------------------------------------------------------------------- /Larval/pic2.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/aiekick/SdfMesher_Models/35714a0fc4b0d1a0526fb25fd7ec2a916617ab4f/Larval/pic2.png -------------------------------------------------------------------------------- /Larval/pic3.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/aiekick/SdfMesher_Models/35714a0fc4b0d1a0526fb25fd7ec2a916617ab4f/Larval/pic3.png -------------------------------------------------------------------------------- /Larval/pic4.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/aiekick/SdfMesher_Models/35714a0fc4b0d1a0526fb25fd7ec2a916617ab4f/Larval/pic4.png -------------------------------------------------------------------------------- /MandelMan/Mandel_Man.glsl: -------------------------------------------------------------------------------- 1 | @UNIFORMS 2 | 3 | uniform float(time) iTime; 4 | uniform int(frame) iFrame; 5 | uniform float(deltatime) iTimeDelta; 6 | uniform vec3(buffer:target=0) iResolution; 7 | uniform vec4(mouse:2pos_2click) iMouse; 8 | uniform vec4(date) iDate; 9 | 10 | @FRAGMENT 11 | 12 | #define PI 3.14159265359 13 | #define PI2 1.5707963268 14 | 15 | void pR(inout vec2 p, float a) { 16 | p = cos(a)*p + sin(a)*vec2(p.y, -p.x); 17 | } 18 | 19 | vec2 pRi(vec2 p, float a) { 20 | pR(p, a); 21 | return p; 22 | } 23 | 24 | vec3 lerp3(vec3 a, vec3 b, float t) 25 | { 26 | return a * t + b * (1.0-t); 27 | } 28 | 29 | #define saturate(x) clamp(x, 0., 1.) 30 | 31 | float vmax(vec2 v) { 32 | return max(v.x, v.y); 33 | } 34 | 35 | float vmax(vec3 v) { 36 | return max(max(v.x, v.y), v.z); 37 | } 38 | 39 | float vmin(vec3 v) { 40 | return min(min(v.x, v.y), v.z); 41 | } 42 | 43 | float vmin(vec2 v) { 44 | return min(v.x, v.y); 45 | } 46 | 47 | float fBox(vec3 p, vec3 b) { 48 | vec3 d = abs(p) - b; 49 | return length(max(d, vec3(0))) + vmax(min(d, vec3(0))); 50 | } 51 | 52 | float fCorner2(vec2 p) { 53 | return length(max(p, vec2(0))) + vmax(min(p, vec2(0))); 54 | } 55 | 56 | float fDisc(vec3 p, float r) { 57 | float l = length(p.xz) - r; 58 | return l < 0. ? abs(p.y) : length(vec2(p.y, l)); 59 | } 60 | 61 | 62 | float fHalfCapsule(vec3 p, float r) { 63 | return mix(length(p.xz) - r, length(p) - r, step(0., p.y)); 64 | } 65 | 66 | 67 | // IQ https://www.shadertoy.com/view/Xds3zN 68 | float sdRoundCone( in vec3 p, in float r1, float r2, float h ) 69 | { 70 | vec2 q = vec2( length(p.xz), p.y ); 71 | 72 | float b = (r1-r2)/h; 73 | float a = sqrt(1.0-b*b); 74 | float k = dot(q,vec2(-b,a)); 75 | 76 | if( k < 0.0 ) return length(q) - r1; 77 | if( k > a*h ) return length(q-vec2(0.0,h)) - r2; 78 | 79 | return dot(q, vec2(a,b) ) - r1; 80 | } 81 | 82 | float smin2(float a, float b, float r) { 83 | vec2 u = max(vec2(r - a,r - b), vec2(0)); 84 | return max(r, min (a, b)) - length(u); 85 | } 86 | 87 | float smax2(float a, float b, float r) { 88 | vec2 u = max(vec2(r + a,r + b), vec2(0)); 89 | return min(-r, max (a, b)) + length(u); 90 | } 91 | 92 | float smin(float a, float b, float k){ 93 | float f = clamp(0.5 + 0.5 * ((a - b) / k), 0., 1.); 94 | return (1. - f) * a + f * b - f * (1. - f) * k; 95 | } 96 | 97 | float smax(float a, float b, float k) { 98 | return -smin(-a, -b, k); 99 | } 100 | 101 | float smin3(float a, float b, float k){ 102 | return min( 103 | smin(a, b, k), 104 | smin2(a, b, k) 105 | ); 106 | } 107 | 108 | float smax3(float a, float b, float k){ 109 | return max( 110 | smax(a, b, k), 111 | smax2(a, b, k) 112 | ); 113 | } 114 | 115 | 116 | float ellip(vec3 p, vec3 s) { 117 | float r = vmin(s); 118 | p *= r / s; 119 | return length(p) - r; 120 | } 121 | 122 | float ellip(vec2 p, vec2 s) { 123 | float r = vmin(s); 124 | p *= r / s; 125 | return length(p) - r; 126 | } 127 | 128 | bool isEye = false; 129 | 130 | 131 | float mHead(vec3 p) { 132 | 133 | pR(p.yz, -.1); 134 | p.y -= .11; 135 | 136 | vec3 pa = p; 137 | p.x = abs(p.x); 138 | vec3 pp = p; 139 | 140 | float d = 1e12; 141 | 142 | // skull back 143 | p += vec3(0,-.135,.09); 144 | d = ellip(p, vec3(.395, .385, .395)); 145 | 146 | // skull base 147 | p = pp; 148 | p += vec3(0,-.135,.09) + vec3(0,.1,.07); 149 | d = smin(d, ellip(p, vec3(.38, .36, .35)), .05); 150 | 151 | // forehead 152 | p = pp; 153 | p += vec3(0,-.145,-.175); 154 | d = smin(d, ellip(p, vec3(.315, .3, .33)), .18); 155 | 156 | p = pp; 157 | pR(p.yz, -.5); 158 | float bb = fBox(p, vec3(.5,.67,.7)); 159 | d = smax(d, bb, .2); 160 | 161 | // face base 162 | p = pp; 163 | p += vec3(0,.25,-.13); 164 | d = smin(d, length(p) - .28, .1); 165 | 166 | // behind ear 167 | p = pp; 168 | p += vec3(-.15,.13,.06); 169 | d = smin(d, ellip(p, vec3(.15,.15,.15)), .15); 170 | 171 | p = pp; 172 | p += vec3(-.07,.18,.1); 173 | d = smin(d, length(p) - .2, .18); 174 | 175 | // cheek base 176 | p = pp; 177 | p += vec3(-.2,.12,-.14); 178 | d = smin(d, ellip(p, vec3(.15,.22,.2) * .8), .15); 179 | 180 | // jaw base 181 | p = pp; 182 | p += vec3(0,.475,-.16); 183 | pR(p.yz, .8); 184 | d = smin(d, ellip(p, vec3(.19,.1,.2)), .1); 185 | 186 | // brow 187 | p = pp; 188 | p += vec3(0,-.0,-.18); 189 | vec3 bp = p; 190 | float brow = fHalfCapsule(p * vec3(.65,1,.9), .27); 191 | brow = length(p) - .36; 192 | p.x -= .37; 193 | brow = smax(brow, dot(p, normalize(vec3(1,.2,-.2))), .2); 194 | p = bp; 195 | brow = smax(brow, dot(p, normalize(vec3(0,.6,1))) - .43, .25); 196 | p = bp; 197 | pR(p.yz, -.5); 198 | float peak = -p.y - .165; 199 | peak += smoothstep(.0, .2, p.x) * .01; 200 | peak -= smoothstep(.12, .29, p.x) * .025; 201 | brow = smax(brow, peak, .07); 202 | p = bp; 203 | pR(p.yz, .5); 204 | brow = smax(brow, -p.y - .06, .15); 205 | d = smin(d, brow, .06); 206 | 207 | // nose 208 | p = pp; 209 | p += vec3(0,.03,-.45); 210 | pR(p.yz, 3.); 211 | d = smin(d, sdRoundCone(p, .008, .05, .18), .1); 212 | 213 | p = pp; 214 | p += vec3(0,.06,-.47); 215 | pR(p.yz, 2.77); 216 | d = smin(d, sdRoundCone(p, .005, .04, .225), .05); 217 | 218 | // jaw 219 | 220 | p = pp; 221 | vec3 jo = vec3(-.25,.4,-.07); 222 | p = pp + jo; 223 | float jaw = dot(p, normalize(vec3(1,-.2,-.05))) - .069; 224 | jaw = smax(jaw, dot(p, normalize(vec3(.5,-.25,.35))) - .13, .12); 225 | jaw = smax(jaw, dot(p, normalize(vec3(-.0,-1.,-.8))) - .12, .15); 226 | jaw = smax(jaw, dot(p, normalize(vec3(.98,-1.,.15))) - .13, .08); 227 | jaw = smax(jaw, dot(p, normalize(vec3(.6,-.2,-.45))) - .19, .15); 228 | jaw = smax(jaw, dot(p, normalize(vec3(.5,.1,-.5))) - .26, .15); 229 | jaw = smax(jaw, dot(p, normalize(vec3(1,.2,-.3))) - .22, .15); 230 | 231 | p = pp; 232 | p += vec3(0,.63,-.2); 233 | pR(p.yz, .15); 234 | float cr = .5; 235 | jaw = smax(jaw, length(p.xy - vec2(0,cr)) - cr, .05); 236 | 237 | p = pp + jo; 238 | jaw = smax(jaw, dot(p, normalize(vec3(0,-.4,1))) - .35, .1); 239 | jaw = smax(jaw, dot(p, normalize(vec3(0,1.5,2))) - .3, .2); 240 | jaw = max(jaw, length(pp + vec3(0,.6,-.3)) - .7); 241 | 242 | p = pa; 243 | p += vec3(.2,.5,-.1); 244 | float jb = length(p); 245 | jb = smoothstep(.0, .4, jb); 246 | float js = mix(0., -.005, jb); 247 | jb = mix(.01, .04, jb); 248 | 249 | d = smin(d, jaw - js, jb); 250 | 251 | // chin 252 | p = pp; 253 | p += vec3(0,.585,-.395); 254 | p.x *= .7; 255 | d = smin(d, ellip(p, vec3(.028,.028,.028)*1.2), .15); 256 | 257 | // cheek 258 | 259 | p = pp; 260 | p += vec3(-.2,.2,-.28); 261 | pR(p.xz, .5); 262 | pR(p.yz, .4); 263 | float ch = ellip(p, vec3(.1,.1,.12)*1.05); 264 | d = smin(d, ch, .1); 265 | 266 | p = pp; 267 | p += vec3(-.26,.02,-.1); 268 | pR(p.xz, .13); 269 | pR(p.yz, .5); 270 | float temple = ellip(p, vec3(.1,.1,.15)); 271 | temple = smax(temple, p.x - .07, .1); 272 | d = smin(d, temple, .1); 273 | 274 | p = pp; 275 | p += vec3(.0,.2,-.32); 276 | ch = ellip(p, vec3(.1,.08,.1)); 277 | d = smin(d, ch, .1); 278 | 279 | p = pp; 280 | p += vec3(-.17,.31,-.17); 281 | ch = ellip(p, vec3(.1)); 282 | d = smin(d, ch, .1); 283 | 284 | // mouth base 285 | p = pp; 286 | p += vec3(-.0,.29,-.29); 287 | pR(p.yz, -.3); 288 | d = smin(d, ellip(p, vec3(.13,.15,.1)), .18); 289 | 290 | p = pp; 291 | p += vec3(0,.37,-.4); 292 | d = smin(d, ellip(p, vec3(.03,.03,.02) * .5), .1); 293 | 294 | p = pp; 295 | p += vec3(-.09,.37,-.31); 296 | d = smin(d, ellip(p, vec3(.04)), .18); 297 | 298 | // bottom lip 299 | p = pp; 300 | p += vec3(0,.455,-.455); 301 | p.z += smoothstep(.0, .2, p.x) * .05; 302 | float lb = mix(.035, .03, smoothstep(.05, .15, length(p))); 303 | vec3 ls = vec3(.055,.028,.022) * 1.25; 304 | float w = .192; 305 | vec2 pl2 = vec2(p.x, length(p.yz * vec2(.79,1))); 306 | float bottomlip = length(pl2 + vec2(0,w-ls.z)) - w; 307 | bottomlip = smax(bottomlip, length(pl2 - vec2(0,w-ls.z)) - w, .055); 308 | d = smin(d, bottomlip, lb); 309 | 310 | // top lip 311 | p = pp; 312 | p += vec3(0,.38,-.45); 313 | pR(p.xz, -.3); 314 | ls = vec3(.065,.03,.05); 315 | w = ls.x * (-log(ls.y/ls.x) + 1.); 316 | vec3 pl = p * vec3(.78,1,1); 317 | float toplip = length(pl + vec3(0,w-ls.y,0)) - w; 318 | toplip = smax(toplip, length(pl - vec3(0,w-ls.y,0)) - w, .065); 319 | p = pp; 320 | p += vec3(0,.33,-.45); 321 | pR(p.yz, .7); 322 | float cut; 323 | cut = dot(p, normalize(vec3(.5,.25,0))) - .056; 324 | float dip = smin( 325 | dot(p, normalize(vec3(-.5,.5,0))) + .005, 326 | dot(p, normalize(vec3(.5,.5,0))) + .005, 327 | .025 328 | ); 329 | cut = smax(cut, dip, .04); 330 | cut = smax(cut, p.x - .1, .05); 331 | toplip = smax(toplip, cut, .02); 332 | 333 | d = smin(d, toplip, .07); 334 | 335 | // seam 336 | p = pp; 337 | p += vec3(0,.425,-.44); 338 | lb = length(p); 339 | float lr = mix(.04, .02, smoothstep(.05, .12, lb)); 340 | pR(p.yz, .1); 341 | p.y -= smoothstep(0., .03, p.x) * .002; 342 | p.y += smoothstep(.03, .1, p.x) * .007; 343 | p.z -= .133; 344 | float seam = fDisc(p, .2); 345 | seam = smax(seam, -d - .015, .01); // fix inside shape 346 | d = mix(d, smax(d, -seam, lr), .65); 347 | 348 | // nostrils base 349 | p = pp; 350 | p += vec3(0,.3,-.43); 351 | d = smin(d, length(p) - .05, .07); 352 | 353 | // nostrils 354 | p = pp; 355 | p += vec3(0,.27,-.52); 356 | pR(p.yz, .2); 357 | float nostrils = ellip(p, vec3(.055,.05,.06)); 358 | 359 | p = pp; 360 | p += vec3(-.043,.28,-.48); 361 | pR(p.xy, .15); 362 | p.z *= .8; 363 | nostrils = smin(nostrils, sdRoundCone(p, .042, .0, .12), .02); 364 | 365 | d = smin(d, nostrils, .02); 366 | 367 | p = pp; 368 | p += vec3(-.033,.3,-.515); 369 | pR(p.xz, .5); 370 | d = smax(d, -ellip(p, vec3(.011,.03,.025)), .015); 371 | 372 | // return d; 373 | 374 | // eyelids 375 | p = pp; 376 | p += vec3(-.16,.07,-.34); 377 | float eyelids = ellip(p, vec3(.08,.1,.1)); 378 | 379 | p = pp; 380 | p += vec3(-.16,.09,-.35); 381 | float eyelids2 = ellip(p, vec3(.09,.1,.07)); 382 | 383 | // edge top 384 | p = pp; 385 | p += vec3(-.173,.148,-.43); 386 | p.x *= .97; 387 | float et = length(p.xy) - .09; 388 | 389 | // edge bottom 390 | p = pp; 391 | p += vec3(-.168,.105,-.43); 392 | p.x *= .9; 393 | float eb = dot(p, normalize(vec3(-.1,-1,-.2))) + .001; 394 | eb = smin(eb, dot(p, normalize(vec3(-.3,-1,0))) - .006, .01); 395 | eb = smax(eb, dot(p, normalize(vec3(.5,-1,-.5))) - .018, .05); 396 | 397 | float edge = max(max(eb, et), -d); 398 | 399 | d = smin(d, eyelids, .01); 400 | d = smin(d, eyelids2, .03); 401 | d = smax(d, -edge, .005); 402 | 403 | // eyeball 404 | p = pp; 405 | p += vec3(-.165,.0715,-.346); 406 | float eyeball = length(p) - .088; 407 | isEye = eyeball < d; 408 | d = min(d, eyeball); 409 | 410 | // tear duct 411 | p = pp; 412 | p += vec3(-.075,.1,-.37); 413 | d = min(d, length(p) - .05); 414 | 415 | 416 | // ear 417 | p = pp; 418 | p += vec3(-.405,.12,.10); 419 | pR(p.xy, -.12); 420 | pR(p.xz, .35); 421 | pR(p.yz, -.3); 422 | vec3 pe = p; 423 | 424 | // base 425 | float ear = p.s + smoothstep(-.05, .1, p.y) * .015 - .005; 426 | float earback = -ear - mix(.001, .025, smoothstep(.3, -.2, p.y)); 427 | 428 | // inner 429 | pR(p.xz, -.5); 430 | float iear = ellip(p.zy - vec2(.01,-.03), vec2(.045,.05)); 431 | iear = smin(iear, length(p.zy - vec2(.04,-.09)) - .02, .09); 432 | float ridge = iear; 433 | iear = smin(iear, length(p.zy - vec2(.1,-.03)) - .06, .07); 434 | ear = smax2(ear, -iear, .04); 435 | earback = smin(earback, iear - .04, .02); 436 | 437 | // ridge 438 | p = pe; 439 | pR(p.xz, .2); 440 | ridge = ellip(p.zy - vec2(.01,-.03), vec2(.045,.055)); 441 | ridge = smin3(ridge, -pRi(p.zy, .2).x - .01, .015); 442 | ridge = smax3(ridge, -ellip(p.zy - vec2(-.01,.1), vec2(.12,.08)), .02); 443 | 444 | float ridger = .01; 445 | 446 | ridge = max(-ridge, ridge - ridger); 447 | 448 | ridge = smax2(ridge, abs(p.x) - ridger/2., ridger/2.); 449 | 450 | ear = smin(ear, ridge, .045); 451 | 452 | p = pe; 453 | 454 | // outline 455 | float outline = ellip(pRi(p.yz, .2), vec2(.12,.09)); 456 | outline = smin(outline, ellip(p.yz + vec2(.155,-.02), vec2(.035, .03)), .14); 457 | 458 | // edge 459 | float eedge = p.x + smoothstep(.2, -.4, p.y) * .06 - .03; 460 | 461 | float edgeo = ellip(pRi(p.yz, .1), vec2(.095,.065)); 462 | edgeo = smin(edgeo, length(p.zy - vec2(0,-.1)) - .03, .1); 463 | float edgeoin = smax(abs(pRi(p.zy, .15).y + .035) - .01, -p.z-.01, .01); 464 | edgeo = smax(edgeo, -edgeoin, .05); 465 | 466 | float eedent = smoothstep(-.05, .05, -p.z) * smoothstep(.06, 0., fCorner2(vec2(-p.z, p.y))); 467 | eedent += smoothstep(.1, -.1, -p.z) * .2; 468 | eedent += smoothstep(.1, -.1, p.y) * smoothstep(-.03, .0, p.z) * .3; 469 | eedent = min(eedent, 1.); 470 | 471 | eedge += eedent * .06; 472 | 473 | eedge = smax(eedge, -edgeo, .01); 474 | ear = smin(ear, eedge, .01); 475 | ear = max(ear, earback); 476 | 477 | ear = smax2(ear, outline, .015); 478 | 479 | d = smin(d, ear, .015); 480 | 481 | // targus 482 | p = pp; 483 | p += vec3(-.34,.2,.02); 484 | d = smin2(d, ellip(p, vec3(.015,.025,.015)), .035); 485 | p = pp; 486 | p += vec3(-.37,.18,.03); 487 | pR(p.xz, .5); 488 | pR(p.yz, -.4); 489 | d = smin(d, ellip(p, vec3(.01,.03,.015)), .015); 490 | 491 | return d; 492 | } 493 | float sstep(float t) { 494 | return sin(t * PI - PI / 2.) * .5 + .5; 495 | } 496 | float sphere(vec3 x, vec3 pos, float r) 497 | { 498 | return length(x - pos) - r; 499 | } 500 | float bulb(vec3 pos) 501 | { 502 | vec3 x = pos; 503 | float p = 2.; 504 | float dz = 1.0; 505 | float r = 0.0; 506 | for(int i = 0; i < 10; ++i) 507 | { 508 | r = length(x); 509 | if (r > 4.5) 510 | break; 511 | float rp = pow(r, p); 512 | float phi = p*atan(x.y, x.x); 513 | float theta = p*acos(x.z/r); 514 | dz = pow(r, p - 1.0) * p * dz + 1.0; 515 | 516 | x = rp * vec3(sin(theta)*cos(phi), sin(theta)*sin(phi), cos(theta)); 517 | x += pos; 518 | } 519 | return 0.5*log(r)*r/dz; 520 | } 521 | float map(vec3 p) { 522 | 523 | float scale = 0.8; 524 | float s = .2; 525 | float ry = mix(sstep(sstep(sstep(mod(iTime * s, 1.)))), mod(iTime * s, 1.), .3) * PI * 2.; 526 | float rx = sin(iTime * .33) * .2; 527 | 528 | if (iMouse.z > 0. && iMouse.w > 0.) { 529 | ry = (.5 - iMouse.x / iResolution.x) * PI * 2.; 530 | rx = (.5 - iMouse.y / iResolution.y) * PI / 2.; 531 | scale = 0.8; 532 | } 533 | 534 | pR(p.yz, rx); 535 | pR(p.xz, ry); 536 | p /= scale; 537 | 538 | //float s1 = sphere(p, vec3(0,1.0,0), 0.2); 539 | 540 | vec3 bp = p; 541 | pR(bp.xy, PI2); 542 | pR(bp.xz, -0.31); 543 | bp -= vec3(0.3, 0, -0.6); 544 | float lf = min(bulb(bp), mHead(p*0.75)); 545 | return lf * scale; 546 | } 547 | vec3 normal (vec3 p) 548 | { 549 | const float eps = 0.0001; 550 | 551 | return normalize 552 | ( vec3 553 | ( map(p + vec3(eps, 0, 0) ) - map(p - vec3(eps, 0, 0)), 554 | map(p + vec3(0, eps, 0) ) - map(p - vec3(0, eps, 0)), 555 | map(p + vec3(0, 0, eps) ) - map(p - vec3(0, 0, eps)) 556 | ) 557 | ); 558 | } 559 | float march(vec3 pos, vec3 dir) 560 | { 561 | float cd = 0.0, fd = 0.0; 562 | vec3 x; 563 | for(int i = 0; i < 200; ++i) 564 | { 565 | x = pos + dir * fd; 566 | cd = map(x); 567 | fd += cd; 568 | if(cd < 0.001) 569 | return fd; 570 | if(fd > 1000.0) 571 | return 0.0; 572 | } 573 | pos = normalize(x); 574 | return 0.0; 575 | } 576 | float getao (vec3 pos, vec3 normal) 577 | { 578 | return clamp(map(pos+normal*0.01)/0.01, 0.0, 1.0); 579 | } 580 | vec3 rayDirection(float fieldOfView, vec2 size, vec2 fragCoord) { 581 | vec2 xy = fragCoord - size / 2.0; 582 | float z = size.y / tan(radians(fieldOfView) / 2.0); 583 | return normalize(vec3(xy, -z)); 584 | } 585 | void mainImage( out vec4 fragColor, in vec2 fragCoord ) 586 | { 587 | //vec3 dir = rayDirection(45.0, iResolution.xy, fragCoord); 588 | //vec3 eye = vec3(0.0, 0.0, 5.0); 589 | //float l = march(eye, dir); 590 | vec3 n = vec3(0); 591 | vec3 c = vec3(0); 592 | //if(l > 0.0) 593 | //{ 594 | vec3 p = v_pos.xyz;//eye + dir * (l-0.005); 595 | float d = map(p); 596 | n = normal(p); 597 | float lam = dot(n, vec3(0.707, 0.707, 0.707)); 598 | float ao = getao(p, n); 599 | c = vec3(max(lam, 0.3)); 600 | c *= lerp3(vec3(0.6, 0.6, 0.9), vec3(0.9, 0.6, 0.4), abs(dot(vec3(0,1.,0), n))) * ao; 601 | //} 602 | //else 603 | // c = lerp3(vec3(0.6, 0.6, 0.9), vec3(0.9, 0.6, 0.4), abs(dot(vec3(0,1.,0), dir))); 604 | // Output to screen 605 | fragColor = vec4(d); 606 | fragColor1 = vec4(n, 1.0); 607 | fragColor2 = vec4(c, 1.0); 608 | } 609 | 610 | -------------------------------------------------------------------------------- /MandelMan/Mandel_Man.rar: -------------------------------------------------------------------------------- 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colors not work as expected. 17 | 18 | ![Pic0](pic0.png) 19 | ![Pic1](pic1.png) 20 | ![Pic2](pic2.png) 21 | ![Pic3](pic3.png) 22 | ![Pic4](pic4.png) 23 | 24 | -------------------------------------------------------------------------------- /MandelMan/pic0.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/aiekick/SdfMesher_Models/35714a0fc4b0d1a0526fb25fd7ec2a916617ab4f/MandelMan/pic0.png -------------------------------------------------------------------------------- /MandelMan/pic1.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/aiekick/SdfMesher_Models/35714a0fc4b0d1a0526fb25fd7ec2a916617ab4f/MandelMan/pic1.png -------------------------------------------------------------------------------- /MandelMan/pic2.png: -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- 1 | Meshed with SdfMesher 0.0.6540 (twitter:https://twitter.com/search?q=sdfmesher&src=typd) from a shader 2 | 3 | Original Shader Link : https://www.shadertoy.com/view/MtKyWd 4 | 5 | Author : Stb (https://www.shadertoy.com/user/stb) 6 | 7 | Model of 2M of Voxels, many cubes of 100 x 100 x 100 at time 279.5 8 | 9 | ![PhilosopherStoned_2M_pic1](PhilosopherStoned_2M_pic1.png) 10 | ![PhilosopherStoned_2M_pic2](PhilosopherStoned_2M_pic2.png) 11 | 12 | Model of 16M of Voxels, many cubes of 100 x 100 x 100 at time 288.5 13 | 14 | ![PhilosopherStoned_16M_pic1](PhilosopherStoned_16M_pic1.png) 15 | ![PhilosopherStoned_16M_pic2](PhilosopherStoned_16M_pic2.png) 16 | ![PhilosopherStoned_16M_pic3](PhilosopherStoned_16M_pic3.png) 17 | ![PhilosopherStoned_16M_pic4](PhilosopherStoned_16M_pic4.png) 18 | 19 | PhilosopherStoned 3, many cubes of 100 x 100 x 100 at time 289.3 20 | 21 | 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www.Labyrinth.com) 6 | 7 | Model : 86M of Voxels, many cubes of 100 x 100 x 100 8 | 9 | ![Pic1](pic1.png) 10 | ![Pic2](pic2.png) 11 | ![Pic3](pic3.png) 12 | ![Pic4](pic4.png) 13 | 14 | In SdfMesher, the slicing volume was 1000 x 1000 x 1000. 15 | 16 | Can be at max 4096, but my system can't generate this shader in 4096 i thinck 17 | 18 | ![Pic4](pic5.png) 19 | -------------------------------------------------------------------------------- /PolyhedralGears/pic1.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/aiekick/SdfMesher_Models/35714a0fc4b0d1a0526fb25fd7ec2a916617ab4f/PolyhedralGears/pic1.png -------------------------------------------------------------------------------- /PolyhedralGears/pic2.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/aiekick/SdfMesher_Models/35714a0fc4b0d1a0526fb25fd7ec2a916617ab4f/PolyhedralGears/pic2.png 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https://twitter.com/aiekick/status/1042949074020978691 13 | * https://twitter.com/aiekick/status/1038957923995668480 14 | * https://twitter.com/aiekick/status/1038429064770596864 15 | * https://twitter.com/aiekick/status/1038240294922317824 16 | * https://twitter.com/aiekick/status/1037856849624793088 17 | * https://twitter.com/aiekick/status/1036418720674000896 18 | * https://twitter.com/aiekick/status/1034586686485934080 19 | * https://twitter.com/aiekick/status/1033824189306810368 20 | * https://twitter.com/aiekick/status/1030155132451864576 21 | * https://twitter.com/aiekick/status/1021200579899674624 22 | * https://twitter.com/aiekick/status/1014234900243931138 23 | * https://twitter.com/aiekick/status/982724181627424770 24 | * https://twitter.com/aiekick/status/975873174930907136 25 | -------------------------------------------------------------------------------- /Shaderdough/Readme.md: -------------------------------------------------------------------------------- 1 | Meshed 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