SDF Ring
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📝 Exercise Goal
Draw a ring using a distance field: abs(length(p) - r) and smoothstep for smooth edges.
💡 💡 Tutorial Content
Draw a ring using a distance field: abs(length(p) - r) and smoothstep for smooth edges.
Overview
- Use a distance field and a mask to shape the image.
Learning Objectives
- Understand distance fields as shape boundaries.
- Build a ring distance with abs(length(p) - r).
- Use smoothstep for anti-aliased / soft edges.
Prerequisites
- simple-circle
- smooth-edges
Key Concepts
- Distance to center builds a distance field.
vec2 p = vUv - 0.5;
float d = length(p);
- Convert distance into a mask.
float mask = 1.0 - smoothstep(r, r + aa, d);
How To Implement (Step-by-step)
- Center coordinates:
p = vUv - 0.5. - Compute distance:
d = length(p). - Build a mask with
smoothsteporstep. - Mix foreground/background by the mask.
Self-check
- Does it compile without errors?
- Does the output match the goal?
- Are key values kept in
[0,1]?
Common Mistakes
- Clamp
tinto[0,1]when needed. - Make sure
edge0 < edge1for smoothstep().