Shaders New! — Continuum
float sdSphere(vec3 p, float r) return length(p)-r; float sdBox(vec3 p, vec3 b) vec3 q=abs(p)-b; return length(max(q,0.0))+min(max(q.x,max(q.y,q.z)),0.0);
A concise, practical guide to building continuum shaders: GPU fragment/compute shaders that render smooth fields (e.g., fluids, level-sets, reaction–diffusion, procedural materials) by sampling continuous scalar/vector fields and producing anti-aliased, temporally stable outputs. continuum shaders
Installation typically requires specific mod loaders and the Focal Engine: Continuum Shader System Requirements float sdSphere(vec3 p, float r) return length(p)-r; float