const GLSL = ` float sdf(vec3 p) { vec3 q = p / max(radius, 0.1); float f = q.x * q.x * q.y * q.y + q.y * q.y * q.z * q.z + q.z * q.z * q.x * q.x - scale * q.x * q.y * q.z; float surface = abs(f) * radius * 2.8 - thickness; float ball = implicit_sphere(p, vec3(0.0), radius); vec3 n = normalize(vec3(cos(sectionAngle), sin(sectionAngle), 0.28)); float sectionPlane = dot(p, n) - radius * 0.78; return implicit_intersect_round(implicit_intersect_round(surface, ball, 1.2), sectionPlane, 0.8); } vec3 color(vec3 p, vec3 normal) { vec3 n = normalize(vec3(cos(sectionAngle), sin(sectionAngle), 0.28)); float cut = smoothstep(radius * 0.70, radius * 0.80, dot(p, n)); float self = smoothstep(0.45, 0.98, abs(normal.x * normal.y * normal.z) * 6.0); return mix(mix(baseColor * 0.7, baseColor, self), accentColor, cut * 0.78); } `; export default { schema: "implicit.js/0.1.0", name: "roman surface section", description: "Prompt 16: Steiner Roman surface with smooth self-intersections and section visualization.", units: "mm", params: { radius: { type: "number", label: "Clip radius", min: 18, max: 44, step: 0.25, default: 31, unit: "mm" }, scale: { type: "number", label: "Roman scale", min: 0.45, max: 1.4, step: 0.02, default: 0.92 }, thickness: { type: "number", label: "Thickness", min: 0.2, max: 4, step: 0.05, default: 1.15, unit: "mm" }, sectionAngle: { type: "number", label: "Section angle", min: -1.57, max: 1.57, step: 0.02, default: 0.45, unit: "rad" }, baseColor: { type: "color", label: "Surface color", default: "#ff5c8a" }, accentColor: { type: "color", label: "Section color", default: "#fff06a" } }, animations: { sectionTurn: { label: "Section turn", duration: 6.4, loop: true, update({ progress, set }) { const wave = Math.sin(progress * Math.PI * 2); set("sectionAngle", wave * 1.25); set("scale", 0.78 + (1 - Math.abs(wave)) * 0.45); } } }, bounds: [[-44, -44, -44], [44, 44, 44]], render: { steps: 320, epsilon: 0.0045, normalEpsilon: 0.05 }, glsl: GLSL };