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@hughsk
Created March 19, 2015 19:30
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float sSphere(vec3 p, float time) {
return length(p) - 1.0 - noise(p, time) * 0.05;
}
vec3 calcNormal(vec3 p, float time) {
const float eps = 0.002;
const vec2 offset = vec2(1.0, -1.0);
return normalize(
offset.xyy * sSphere(p + offset.xyy * eps, time) +
offset.yyx * sSphere(p + offset.yyx * eps, time) +
offset.yxy * sSphere(p + offset.yxy * eps, time) +
offset.xxx * sSphere(p + offset.xxx * eps, time)
);
}
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