const GLSL = ` float sdf(vec3 p) { float body = implicit_sphere(p, vec3(0.0), radius); float d = body; if (sliceEnabled) { float belowSlice = p.z - sliceHeight; d = implicit_intersect_round(d, belowSlice, bevel); } if (boreEnabled && boreRadius > 0.01) { float bore = implicit_cylinder_capped( p, vec3(-radius * 1.15, 0.0, 0.0), vec3(radius * 1.15, 0.0, 0.0), boreRadius ); d = implicit_intersect_round(d, -bore, max(bevel * 0.65, 0.25)); } return d; } vec3 color(vec3 p, vec3 normal) { float cap = sliceEnabled ? smoothstep(sliceHeight - 3.5, sliceHeight + 0.75, p.z) : 0.0; float bore = boreEnabled ? smoothstep(0.78, 0.98, abs(normal.x)) * (1.0 - smoothstep(boreRadius + 2.0, boreRadius + 9.0, length(p.yz))) : 0.0; float latitude = 0.5 + 0.5 * normal.z; vec3 body = mix(baseColor * 0.55, baseColor, latitude); body += vec3(0.08, 0.10, 0.12) * pow(max(dot(normal, normalize(vec3(-0.45, 0.35, 0.82))), 0.0), 3.0); return mix(body, accentColor, clamp(max(cap, bore) * 0.9, 0.0, 1.0)); } `; export default { schema: "implicit.js/0.1.0", name: "sphere boolean cuts", description: "Prompt 1: clean implicit sphere with smooth normals and optional boolean cuts.", units: "mm", params: { radius: { type: "number", label: "Radius", min: 14, max: 44, step: 0.25, default: 28, unit: "mm" }, sliceHeight: { type: "number", label: "Slice height", min: -10, max: 22, step: 0.25, default: 11, unit: "mm" }, boreRadius: { type: "number", label: "Bore radius", min: 0, max: 14, step: 0.25, default: 7, unit: "mm" }, bevel: { type: "number", label: "Cut bevel", min: 0.2, max: 5, step: 0.1, default: 2.4, unit: "mm" }, sliceEnabled: { type: "boolean", label: "Slice cut", default: true }, boreEnabled: { type: "boolean", label: "Bore cut", default: true }, baseColor: { type: "color", label: "Base color", default: "#34d5ff" }, accentColor: { type: "color", label: "Cut accent", default: "#ffd166" } }, animations: { revealCuts: { label: "Reveal cuts", duration: 4.8, loop: true, update({ progress, set }) { const wave = Math.sin(progress * Math.PI * 2); set("sliceHeight", 5 + wave * 13); set("boreRadius", 4 + (wave * 0.5 + 0.5) * 8); set("bevel", 1.2 + (wave * 0.5 + 0.5) * 2.8); } } }, bounds: [[-42, -42, -42], [42, 42, 42]], render: { steps: 220, epsilon: 0.0045, normalEpsilon: 0.045 }, glsl: GLSL };