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One of the tedious aspects of modeling SDFs with raw shader code is adjusting the position of objects, so I'm adding transform gizmos into my tool They write changes directly to the shader on disk, so I don't need an external object hierarchy
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It's really fun to explore fractals this way

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A cool idea in a similar project was to make the 'selected' shape use uniforms instead of hardcoded values so the shader doesnt need to be recompiled when the selected shape moves.

SDFs have been one of the harder things to wrap my head around in the shader world. Probably just needs more practice.

Any battle stories about how did you go about gizmo programming? I'm resisting to add it to our toolkit but I can do that only for so long..
I cheated and used threejs ;)

Shader is crashing for me

This is actually incredibly cool!