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GLSL Code
precision mediump float;

uniform vec2 u_resolution;
uniform float u_time;
uniform vec2 u_mouse;

varying vec2 vUv;

const float PI = 3.1415926;
const float TAU = 6.2831853;

float sphereSDF(vec3 p) {
  return length(p) - 1.0;
}

float sceneSDF(vec3 p) {
  return sphereSDF(p);
}

vec3 gradSDF(vec3 p) {
  float eps = 0.001;
  return normalize(vec3(
    sceneSDF(p + vec3(eps, 0.0, 0.0)) - sceneSDF(p - vec3(eps, 0.0, 0.0)),
    sceneSDF(p + vec3(0.0, eps, 0.0)) - sceneSDF(p - vec3(0.0, eps, 0.0)),
    sceneSDF(p + vec3(0.0, 0.0, eps)) - sceneSDF(p - vec3(0.0, 0.0, eps))
  ));
}

void main() {
  vec2 pos = (2.0 * gl_FragCoord.xy - u_resolution.xy) / min(u_resolution.x, u_resolution.y);

  vec3 cPos = vec3(0.0, 0.0, 2.0);
  vec3 cDir = vec3(0.0, 0.0, -1.0);
  vec3 cUp = vec3(0.0, 1.0, 0.0);
  vec3 cSide = cross(cDir, cUp);

  float targetDepth = 1.0;
  vec3 lPos = vec3(2.0);

  vec3 ray = cSide * pos.x + cUp * pos.y + cDir * targetDepth;
  vec3 rPos = ray + cPos;
  ray = normalize(ray);

  gl_FragColor.rgb = vec3(0.0);

  for (int i = 0; i < 50; i++) {
    if (sceneSDF(rPos) > 0.001) {
      rPos += sceneSDF(rPos) * ray;
    } else {
      float amb = 0.1;
      float diff = 0.9 * max(dot(normalize(lPos - rPos), gradSDF(rPos)), 0.0);
      vec3 col = vec3(0.0, 1.0, 1.0);
      col *= diff + amb;
      gl_FragColor.rgb = col;
      break;
    }
  }

  gl_FragColor.a = 1.0;
}
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