shader-sdf

from bbeierle12/skill-mcp-claude

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4 stars0 forksUpdated Jan 23, 2026
npx skills add https://github.com/bbeierle12/skill-mcp-claude --skill shader-sdf

SKILL.md

Shader SDFs

Signed Distance Functions return the distance from a point to a shape's surface. Negative = inside, positive = outside, zero = on surface.

Quick Start

// 2D circle SDF
float sdCircle(vec2 p, float r) {
  return length(p) - r;
}

// Usage
float d = sdCircle(uv - 0.5, 0.3);

// Render
vec3 color = d < 0.0 ? vec3(1.0) : vec3(0.0);           // Hard edge
vec3 color = vec3(smoothstep(0.01, 0.0, d));            // Soft edge
vec3 color = vec3(smoothstep(0.02, 0.0, abs(d)));       // Outline

2D Primitives

Circle

float sdCircle(vec2 p, float r) {
  return length(p) - r;
}

Box

float sdBox(vec2 p, vec2 b) {
  vec2 d = abs(p) - b;
  return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0);
}

Rounded Box

float sdRoundedBox(vec2 p, vec2 b, float r) {
  vec2 d = abs(p) - b + r;
  return length(max(d, 0.0)) + min(max(d.x, d.y), 0.0) - r;
}

Line Segment

float sdSegment(vec2 p, vec2 a, vec2 b) {
  vec2 pa = p - a;
  vec2 ba = b - a;
  float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
  return length(pa - ba * h);
}

Triangle

float sdTriangle(vec2 p, vec2 p0, vec2 p1, vec2 p2) {
  vec2 e0 = p1 - p0, e1 = p2 - p1, e2 = p0 - p2;
  vec2 v0 = p - p0, v1 = p - p1, v2 = p - p2;
  vec2 pq0 = v0 - e0 * clamp(dot(v0, e0) / dot(e0, e0), 0.0, 1.0);
  vec2 pq1 = v1 - e1 * clamp(dot(v1, e1) / dot(e1, e1), 0.0, 1.0);
  vec2 pq2 = v2 - e2 * clamp(dot(v2, e2) / dot(e2, e2), 0.0, 1.0);
  float s = sign(e0.x * e2.y - e0.y * e2.x);
  vec2 d = min(min(
    vec2(dot(pq0, pq0), s * (v0.x * e0.y - v0.y * e0.x)),
    vec2(dot(pq1, pq1), s * (v1.x * e1.y - v1.y * e1.x))),
    vec2(dot(pq2, pq2), s * (v2.x * e2.y - v2.y * e2.x)));
  return -sqrt(d.x) * sign(d.y);
}

Ring

float sdRing(vec2 p, float r, float thickness) {
  return abs(length(p) - r) - thickness;
}

Polygon (N-sided)

float sdPolygon(vec2 p, float r, int n) {
  float a = atan(p.x, p.y) + 3.141592;
  float s = 6.283185 / float(n);
  return cos(floor(0.5 + a / s) * s - a) * length(p) - r;
}

Star

float sdStar(vec2 p, float r, int n, float m) {
  float an = 3.141592 / float(n);
  float en = 3.141592 / m;
  vec2 acs = vec2(cos(an), sin(an));
  vec2 ecs = vec2(cos(en), sin(en));
  
  float bn = mod(atan(p.x, p.y), 2.0 * an) - an;
  p = length(p) * vec2(cos(bn), abs(sin(bn)));
  p -= r * acs;
  p += ecs * clamp(-dot(p, ecs), 0.0, r * acs.y / ecs.y);
  
  return length(p) * sign(p.x);
}

3D Primitives

Sphere

float sdSphere(vec3 p, float r) {
  return length(p) - r;
}

Box

float sdBox(vec3 p, vec3 b) {
  vec3 q = abs(p) - b;
  return length(max(q, 0.0)) + min(max(q.x, max(q.y, q.z)), 0.0);
}

Rounded Box

float sdRoundBox(vec3 p, vec3 b, float r) {
  vec3 q = abs(p) - b;
  return length(max(q, 0.0)) + min(max(q.x, max(q.y, q.z)), 0.0) - r;
}

Cylinder

float sdCylinder(vec3 p, float h, float r) {
  vec2 d = abs(vec2(length(p.xz), p.y)) - vec2(r, h);
  return min(max(d.x, d.y), 0.0) + length(max(d, 0.0));
}

Torus

float sdTorus(vec3 p, vec2 t) {
  vec2 q = vec2(length(p.xz) - t.x, p.y);
  return length(q) - t.y;
}

Cone

float sdCone(vec3 p, vec2 c, float h) {
  vec2 q = h * vec2(c.x / c.y, -1.0);
  vec2 w = vec2(length(p.xz), p.y);
  vec2 a = w - q * clamp(dot(w, q) / dot(q, q), 0.0, 1.0);
  vec2 b = w - q * vec2(clamp(w.x / q.x, 0.0, 1.0), 1.0);
  float k = sign(q.y);
  float d = min(dot(a, a), dot(b, b));
  float s = max(k * (w.x * q.y - w.y * q.x), k * (w.y - q.y));
  return sqrt(d) * sign(s);
}

Capsule

float sdCapsule(vec3 p, vec3 a, vec3 b, float r) {
  vec3 pa = p - a, ba = b - a;
  float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
  return length(pa - ba * h) - r;
}

Plane

float sdPlane(vec3 p, vec3 n, float h) {
  return dot(p, n) + h;
}

Boolean Operations

Union (OR)

float opUnion(float d1, float d2) {
  return min(d1, d2);
}

Intersection (AND)

float opIntersection(float d1, float d2) {
  return max(d1, d2);
}

Subtraction (NOT)

float opSubtraction(float d1, float d2) {
  return max(-d1, d2);
}

Smooth Union

float opSmoothUnion(float d1, float d2, float k) {
  float h = clamp(0.5 + 0.5 * (d2 - d1) / k, 0.0, 1.0);
  return mix(d2, d1, h) - k * h * (1.0 - h);
}

Smooth Intersection

float opSmoothIntersection(float d1, float d2, float k) {
  float h = clamp(0.5 - 0.5 * (d2 - d1) / k, 0.0, 1.0);
  return mix(d2, d1, h) + k * h * (1.0 - h);
}

Smooth Subtraction

float opSmoothSubtraction(float d1, float d2, float k) {
  float h = clamp(0.5 - 0.5 * (d2 + d1) / k, 0.0, 1.0);
  return mix(d2, -d1, h) + k * h * (1.0 - h);
}

Transformations

Translation

// Move shape by offset
float d = sdCircle(p - offset, r);

Rotation (2D)

mat2 rot2D(float a) {


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