float sdf_circle(in vec3 p, in float radius) { return length(p) - radius; } float sdf_plane(in vec3 p, in vec3 normal, in float offset) { return dot(p, normal) + offset; } float sdf_box(in vec3 p, in vec3 dimens, in float rounding) { vec3 q = abs(p) - dimens + rounding; return length(max(q, 0.0)) + min(max(q.x, max(q.y, q.z)), 0.0) - rounding; }