added raymarching demo for testing
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float sdSphere(in vec3 pos)
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{
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return length(pos) - 1.0;
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}
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float sdPlane(in vec3 pos)
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{
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return pos.y;
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}
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vec2 sdUnion(vec2 a, vec2 b)
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{
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return (a.x < b.x) ? a : b;
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}
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