Added SDF nodes to visual shader

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Yuri Roubinsky 2020-11-27 10:00:23 +03:00 committed by Rémi Verschelde
parent 869f5b5328
commit 4618e09f3b
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10 changed files with 509 additions and 0 deletions

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@ -0,0 +1,15 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeSDFRaymarch" inherits="VisualShaderNode" version="4.0">
<brief_description>
SDF raymarching algorithm to be used within the visual shader graph.
</brief_description>
<description>
Casts a ray against the screen SDF (signed-distance field) and returns the distance travelled.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -0,0 +1,15 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeSDFToScreenUV" inherits="VisualShaderNode" version="4.0">
<brief_description>
A function to convert a SDF (signed-distance field) to screen UV, to be used within the visual shader graph.
</brief_description>
<description>
Translates to [code]sdf_to_screen_uv(sdf_pos)[/code] in the shader language.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -0,0 +1,15 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeScreenUVToSDF" inherits="VisualShaderNode" version="4.0">
<brief_description>
A function to convert screen UV to a SDF (signed-distance field), to be used within the visual shader graph.
</brief_description>
<description>
Translates to [code]screen_uv_to_sdf(uv)[/code] in the shader language. If the UV port isn't connected, [code]SCREEN_UV[/code] is used instead.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -0,0 +1,15 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeTextureSDF" inherits="VisualShaderNode" version="4.0">
<brief_description>
Performs a SDF (signed-distance field) texture lookup within the visual shader graph.
</brief_description>
<description>
Translates to [code]texture_sdf(sdf_pos)[/code] in the shader language.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -0,0 +1,15 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeTextureSDFNormal" inherits="VisualShaderNode" version="4.0">
<brief_description>
Performs a SDF (signed-distance field) normal texture lookup within the visual shader graph.
</brief_description>
<description>
Translates to [code]texture_sdf_normal(sdf_pos)[/code] in the shader language.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -44,6 +44,7 @@
#include "scene/gui/panel.h"
#include "scene/main/window.h"
#include "scene/resources/visual_shader_nodes.h"
#include "scene/resources/visual_shader_sdf_nodes.h"
#include "servers/display_server.h"
#include "servers/rendering/shader_types.h"
@ -3671,7 +3672,17 @@ VisualShaderEditor::VisualShaderEditor() {
add_options.push_back(AddOption("FloatUniform", "Scalar", "Variables", "VisualShaderNodeFloatUniform", TTR("Scalar floating-point uniform."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("IntUniform", "Scalar", "Variables", "VisualShaderNodeIntUniform", TTR("Scalar integer uniform."), -1, VisualShaderNode::PORT_TYPE_SCALAR_INT));
// SDF
{
add_options.push_back(AddOption("ScreenUVToSDF", "SDF", "", "VisualShaderNodeScreenUVToSDF", TTR("Converts screen UV to a SDF."), -1, VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("SDFRaymarch", "SDF", "", "VisualShaderNodeSDFRaymarch", TTR("Casts a ray against the screen SDF and returns the distance travelled."), -1, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("SDFToScreenUV", "SDF", "", "VisualShaderNodeSDFToScreenUV", TTR("Converts a SDF to screen UV."), -1, VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("TextureSDF", "SDF", "", "VisualShaderNodeTextureSDF", TTR("Performs a SDF texture lookup."), -1, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("TextureSDFNormal", "SDF", "", "VisualShaderNodeTextureSDFNormal", TTR("Performs a SDF normal texture lookup."), -1, VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
}
// TEXTURES
cubemap_node_option_idx = add_options.size();
add_options.push_back(AddOption("CubeMap", "Textures", "Functions", "VisualShaderNodeCubemap", TTR("Perform the cubic texture lookup."), -1, -1));
curve_node_option_idx = add_options.size();

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@ -175,6 +175,7 @@
#include "scene/resources/video_stream.h"
#include "scene/resources/visual_shader.h"
#include "scene/resources/visual_shader_nodes.h"
#include "scene/resources/visual_shader_sdf_nodes.h"
#include "scene/resources/world_2d.h"
#include "scene/resources/world_3d.h"
#include "scene/resources/world_margin_shape_3d.h"
@ -602,6 +603,12 @@ void register_scene_types() {
ClassDB::register_class<VisualShaderNodeCompare>();
ClassDB::register_class<VisualShaderNodeMultiplyAdd>();
ClassDB::register_class<VisualShaderNodeSDFToScreenUV>();
ClassDB::register_class<VisualShaderNodeScreenUVToSDF>();
ClassDB::register_class<VisualShaderNodeTextureSDF>();
ClassDB::register_class<VisualShaderNodeTextureSDFNormal>();
ClassDB::register_class<VisualShaderNodeSDFRaymarch>();
ClassDB::register_class<ShaderMaterial>();
ClassDB::register_virtual_class<CanvasItem>();
ClassDB::register_class<CanvasTexture>();

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@ -33,6 +33,7 @@
#include "core/templates/vmap.h"
#include "servers/rendering/shader_types.h"
#include "visual_shader_nodes.h"
#include "visual_shader_sdf_nodes.h"
bool VisualShaderNode::is_simple_decl() const {
return simple_decl;

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@ -0,0 +1,283 @@
/*************************************************************************/
/* visual_shader_sdf_nodes.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "visual_shader_sdf_nodes.h"
// VisualShaderNodeSDFToScreenUV
String VisualShaderNodeSDFToScreenUV::get_caption() const {
return "SDFToScreenUV";
}
int VisualShaderNodeSDFToScreenUV::get_input_port_count() const {
return 1;
}
VisualShaderNodeSDFToScreenUV::PortType VisualShaderNodeSDFToScreenUV::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeSDFToScreenUV::get_input_port_name(int p_port) const {
return "sdf_pos";
}
int VisualShaderNodeSDFToScreenUV::get_output_port_count() const {
return 1;
}
VisualShaderNodeSDFToScreenUV::PortType VisualShaderNodeSDFToScreenUV::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeSDFToScreenUV::get_output_port_name(int p_port) const {
return "";
}
String VisualShaderNodeSDFToScreenUV::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
return "\t" + p_output_vars[0] + " = vec3(sdf_to_screen_uv(" + (p_input_vars[0] == String() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
}
VisualShaderNodeSDFToScreenUV::VisualShaderNodeSDFToScreenUV() {
}
// VisualShaderNodeScreenUVToSDF
String VisualShaderNodeScreenUVToSDF::get_caption() const {
return "ScreenUVToSDF";
}
int VisualShaderNodeScreenUVToSDF::get_input_port_count() const {
return 1;
}
VisualShaderNodeScreenUVToSDF::PortType VisualShaderNodeScreenUVToSDF::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeScreenUVToSDF::get_input_port_name(int p_port) const {
return "uv";
}
int VisualShaderNodeScreenUVToSDF::get_output_port_count() const {
return 1;
}
VisualShaderNodeScreenUVToSDF::PortType VisualShaderNodeScreenUVToSDF::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeScreenUVToSDF::get_output_port_name(int p_port) const {
return "";
}
String VisualShaderNodeScreenUVToSDF::get_input_port_default_hint(int p_port) const {
if (p_port == 0) {
return "default";
}
return "";
}
String VisualShaderNodeScreenUVToSDF::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
return "\t" + p_output_vars[0] + " = vec3(screen_uv_to_sdf(" + (p_input_vars[0] == String() ? "SCREEN_UV" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
}
VisualShaderNodeScreenUVToSDF::VisualShaderNodeScreenUVToSDF() {
}
// VisualShaderNodeTextureSDF
String VisualShaderNodeTextureSDF::get_caption() const {
return "TextureSDF";
}
int VisualShaderNodeTextureSDF::get_input_port_count() const {
return 1;
}
VisualShaderNodeTextureSDF::PortType VisualShaderNodeTextureSDF::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeTextureSDF::get_input_port_name(int p_port) const {
return "sdf_pos";
}
int VisualShaderNodeTextureSDF::get_output_port_count() const {
return 1;
}
VisualShaderNodeTextureSDF::PortType VisualShaderNodeTextureSDF::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeTextureSDF::get_output_port_name(int p_port) const {
return "";
}
String VisualShaderNodeTextureSDF::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
return "\t" + p_output_vars[0] + " = texture_sdf(" + (p_input_vars[0] == String() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + ");\n";
}
VisualShaderNodeTextureSDF::VisualShaderNodeTextureSDF() {
}
// VisualShaderNodeTextureSDFNormal
String VisualShaderNodeTextureSDFNormal::get_caption() const {
return "TextureSDFNormal";
}
int VisualShaderNodeTextureSDFNormal::get_input_port_count() const {
return 1;
}
VisualShaderNodeTextureSDFNormal::PortType VisualShaderNodeTextureSDFNormal::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeTextureSDFNormal::get_input_port_name(int p_port) const {
return "sdf_pos";
}
int VisualShaderNodeTextureSDFNormal::get_output_port_count() const {
return 1;
}
VisualShaderNodeTextureSDFNormal::PortType VisualShaderNodeTextureSDFNormal::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeTextureSDFNormal::get_output_port_name(int p_port) const {
return "";
}
String VisualShaderNodeTextureSDFNormal::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
return "\t" + p_output_vars[0] + " = vec3(texture_sdf_normal(" + (p_input_vars[0] == String() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
}
VisualShaderNodeTextureSDFNormal::VisualShaderNodeTextureSDFNormal() {
}
// VisualShaderNodeSDFRaymarch
String VisualShaderNodeSDFRaymarch::get_caption() const {
return "SDFRaymarch";
}
int VisualShaderNodeSDFRaymarch::get_input_port_count() const {
return 2;
}
VisualShaderNodeSDFRaymarch::PortType VisualShaderNodeSDFRaymarch::get_input_port_type(int p_port) const {
if (p_port == 0 || p_port == 1) {
return PORT_TYPE_VECTOR;
}
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeSDFRaymarch::get_input_port_name(int p_port) const {
if (p_port == 0) {
return "from_pos";
} else if (p_port == 1) {
return "to_pos";
}
return String();
}
int VisualShaderNodeSDFRaymarch::get_output_port_count() const {
return 3;
}
VisualShaderNodeSDFRaymarch::PortType VisualShaderNodeSDFRaymarch::get_output_port_type(int p_port) const {
if (p_port == 0) {
return PORT_TYPE_SCALAR;
} else if (p_port == 1) {
return PORT_TYPE_BOOLEAN;
} else if (p_port == 2) {
return PORT_TYPE_VECTOR;
}
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeSDFRaymarch::get_output_port_name(int p_port) const {
if (p_port == 0) {
return "distance";
} else if (p_port == 1) {
return "hit";
} else if (p_port == 2) {
return "end_pos";
}
return String();
}
String VisualShaderNodeSDFRaymarch::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
String code;
code += "\t{\n";
if (p_input_vars[0] == String()) {
code += "\t\tvec2 __from_pos = vec2(0.0f);\n";
} else {
code += "\t\tvec2 __from_pos = " + p_input_vars[0] + ".xy;\n";
}
if (p_input_vars[1] == String()) {
code += "\t\tvec2 __to_pos = vec2(0.0f);\n";
} else {
code += "\t\tvec2 __to_pos = " + p_input_vars[1] + ".xy;\n";
}
code += "\n\t\tvec2 __at = __from_pos;\n";
code += "\t\tfloat __max_dist = distance(__from_pos, __to_pos);\n";
code += "\t\tvec2 __dir = normalize(__to_pos - __from_pos);\n\n";
code += "\t\tfloat __accum = 0.0f;\n";
code += "\t\twhile(__accum < __max_dist) {\n";
code += "\t\t\tfloat __d = texture_sdf(__at);\n";
code += "\t\t\t__accum += __d;\n";
code += "\t\t\tif (__d < 0.01f) {\n";
code += "\t\t\t\tbreak;\n";
code += "\t\t\t}\n";
code += "\t\t\t__at += __d * __dir;\n";
code += "\t\t}\n";
code += "\t\tfloat __dist = min(__max_dist, __accum);\n";
code += "\t\t" + p_output_vars[0] + " = __dist;\n";
code += "\t\t" + p_output_vars[1] + " = __accum < __max_dist;\n";
code += "\t\t" + p_output_vars[2] + " = vec3(__from_pos + __dir * __dist, 0.0f);\n";
code += "\t}\n";
return code;
}
VisualShaderNodeSDFRaymarch::VisualShaderNodeSDFRaymarch() {
simple_decl = false;
}

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@ -0,0 +1,132 @@
/*************************************************************************/
/* visual_shader_sdf_nodes.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef VISUAL_SHADER_SDF_NODES_H
#define VISUAL_SHADER_SDF_NODES_H
#include "scene/resources/visual_shader.h"
class VisualShaderNodeSDFToScreenUV : public VisualShaderNode {
GDCLASS(VisualShaderNodeSDFToScreenUV, VisualShaderNode);
public:
virtual String get_caption() const override;
virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
VisualShaderNodeSDFToScreenUV();
};
class VisualShaderNodeScreenUVToSDF : public VisualShaderNode {
GDCLASS(VisualShaderNodeScreenUVToSDF, VisualShaderNode);
public:
virtual String get_caption() const override;
virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
virtual String get_input_port_default_hint(int p_port) const override;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
VisualShaderNodeScreenUVToSDF();
};
class VisualShaderNodeTextureSDF : public VisualShaderNode {
GDCLASS(VisualShaderNodeTextureSDF, VisualShaderNode);
public:
virtual String get_caption() const override;
virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
VisualShaderNodeTextureSDF();
};
class VisualShaderNodeTextureSDFNormal : public VisualShaderNode {
GDCLASS(VisualShaderNodeTextureSDFNormal, VisualShaderNode);
public:
virtual String get_caption() const override;
virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
VisualShaderNodeTextureSDFNormal();
};
class VisualShaderNodeSDFRaymarch : public VisualShaderNode {
GDCLASS(VisualShaderNodeSDFRaymarch, VisualShaderNode);
public:
virtual String get_caption() const override;
virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
VisualShaderNodeSDFRaymarch();
};
#endif // VISUAL_SHADER_SDF_NODES_H