SDF Rectangle
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📝 Exercise Goal
Practice core GLSL math building blocks used across shaders.
💡 💡 Tutorial Content
Practice core GLSL math building blocks used across shaders.
Overview
- Follow the steps to complete the exercise.
Learning Objectives
- Understand the math behind the effect
Prerequisites
- uv-coordinates
Key Concepts
vUvis normalized UV in[0,1].
vec2 uv = vUv;
- Build a soft mask with
smoothstep.
float m = 1.0 - smoothstep(r, r + aa, d);
- Distance fields with
length/distance.
float d = length(uv - 0.5);
How To Implement (Step-by-step)
- Start from vUv.
- Compute a distance value for masks/shapes.
- Build a soft mask with smoothstep().
Self-check
- Does it compile without errors?
- Does the output match the goal?
- Are key values kept in
[0,1]?
Common Mistakes
- Make sure
edge0 < edge1for smoothstep().