fix: blob sdf rect-rect edge sink

This commit is contained in:
2 * r + 2 * t 2026-04-07 17:01:41 +10:00
parent ed33b3d8ff
commit 31e29c16a8

View file

@ -143,60 +143,56 @@ void main() {
d *= scale;
}
// Rect-to-rect edge sink: indent this rect's edge where another
// rect is slightly past it, fading once past threshold.
if (rectCount > 1) {
vec2 iSh = sh.xy;
float sinkT = smoothFactor * 0.75;
float sinkOff = smoothFactor * (1.0 / 6.0);
float rectSinkVal = 0.0;
// Rect-to-rect edge sinks: track the same edge of neighboring rects
{
float rectSinkValue = 0.0;
vec2 iHalf = sh.xy;
float preOff = smoothFactor * (1.0/6.0);
for (int j = 0; j < rectCount; j++) {
if (j == i) continue;
vec4 jR = rectData[j * 5];
vec4 jP = rectData[j * 5 + 1];
vec4 jRect = rectData[j * 5];
vec4 jProps = rectData[j * 5 + 1];
vec2 jSh = rectData[j * 5 + 3].xy;
vec2 jC = jR.xy + jP.yz;
vec2 jCtr = jRect.xy + jProps.yz;
// Skip non-adjacent rects
float sinkRange = smoothFactor * 1.5;
if (abs(center.x - jC.x) > iSh.x + jSh.x + sinkRange ||
abs(center.y - jC.y) > iSh.y + jSh.y + sinkRange)
continue;
// Per-edge containment: the other rect's full span on the
// perpendicular axis must be inside this rect for that edge.
bool hInside = (jCtr.y - jSh.y) >= (center.y - iHalf.y) &&
(jCtr.y + jSh.y) <= (center.y + iHalf.y);
bool vInside = (jCtr.x - jSh.x) >= (center.x - iHalf.x) &&
(jCtr.x + jSh.x) <= (center.x + iHalf.x);
// Penetration of j past i's edges (positive = past)
float pT = (jC.y + jSh.y) - (center.y - iSh.y) - sinkOff;
float pB = (center.y + iSh.y) - (jC.y - jSh.y) - sinkOff;
float pL = (jC.x + jSh.x) - (center.x - iSh.x) - sinkOff;
float pR = (center.x + iSh.x) - (jC.x - jSh.x) - sinkOff;
// Top/Bottom: other rect's height must be inside this rect
float topPen = hInside ? clamp((center.y - iHalf.y) - (jCtr.y - jSh.y) - preOff, 0.0, smoothFactor) : 0.0;
float botPen = hInside ? clamp((jCtr.y + jSh.y) - (center.y + iHalf.y) - preOff, 0.0, smoothFactor) : 0.0;
// Smooth bump: rises then falls, zero outside [0, sinkT]
float aT = smoothstep(0.0, sinkT * 0.4, pT) * (1.0 - smoothstep(sinkT * 0.5, sinkT, pT));
float aB = smoothstep(0.0, sinkT * 0.4, pB) * (1.0 - smoothstep(sinkT * 0.5, sinkT, pB));
float aL = smoothstep(0.0, sinkT * 0.4, pL) * (1.0 - smoothstep(sinkT * 0.5, sinkT, pL));
float aR = smoothstep(0.0, sinkT * 0.4, pR) * (1.0 - smoothstep(sinkT * 0.5, sinkT, pR));
// Left/Right: other rect's width must be inside this rect
float leftPen = vInside ? clamp((center.x - iHalf.x) - (jCtr.x - jSh.x) - preOff, 0.0, smoothFactor) : 0.0;
float rightPen = vInside ? clamp((jCtr.x + jSh.x) - (center.x + iHalf.x) - preOff, 0.0, smoothFactor) : 0.0;
// Lateral falloff from rect j's extent
float hLat = max(abs(pixel.x - jC.x) - jSh.x, 0.0);
float vLat = max(abs(pixel.y - jC.y) - jSh.y, 0.0);
float latF = smoothFactor * 2.0;
// Lateral distance from pixel to other rect's extent along each edge
float hLat = max(abs(pixel.x - jCtr.x) - jSh.x, 0.0);
float vLat = max(abs(pixel.y - jCtr.y) - jSh.y, 0.0);
// Perpendicular zone (near rect i's edge only)
float zT = 1.0 - smoothstep(center.y - iSh.y, center.y - iSh.y + smoothFactor, pixel.y);
float zB = smoothstep(center.y + iSh.y - smoothFactor, center.y + iSh.y, pixel.y);
float zL = 1.0 - smoothstep(center.x - iSh.x, center.x - iSh.x + smoothFactor, pixel.x);
float zR = smoothstep(center.x + iSh.x - smoothFactor, center.x + iSh.x, pixel.x);
// Perpendicular proximity: full strength at edge, fade inside
float topZone = 1.0 - smoothstep(center.y - iHalf.y, center.y - iHalf.y + smoothFactor, pixel.y);
float botZone = smoothstep(center.y + iHalf.y - smoothFactor, center.y + iHalf.y, pixel.y);
float leftZone = 1.0 - smoothstep(center.x - iHalf.x, center.x - iHalf.x + smoothFactor, pixel.x);
float rightZone = smoothstep(center.x + iHalf.x - smoothFactor, center.x + iHalf.x, pixel.x);
float s = max(
max(aT * smoothstep(latF, 0.0, hLat) * zT,
aB * smoothstep(latF, 0.0, hLat) * zB),
max(aL * smoothstep(latF, 0.0, vLat) * zL,
aR * smoothstep(latF, 0.0, vLat) * zR)
float s = smoothFactor * 2.0;
float sink = max(
max(topPen * smoothstep(s, 0.0, hLat) * topZone,
botPen * smoothstep(s, 0.0, hLat) * botZone),
max(leftPen * smoothstep(s, 0.0, vLat) * leftZone,
rightPen * smoothstep(s, 0.0, vLat) * rightZone)
);
rectSinkVal = max(rectSinkVal, s);
rectSinkValue = max(rectSinkValue, sink);
}
d += rectSinkVal * smoothFactor * 0.25;
d -= rectSinkValue;
}
mergedSdf = sminNoBulge(mergedSdf, d, smoothFactor);