{"version":"1.0","type":"rich","title":"Gist d5d76528348514dffd9547a2cd438944","description":"This visualization renders a 3D raymarched scene using a single shader written in HLSL. It displays a collection of geometric primitives—planes, spheres, boxes, ellipsoids, tori, cylinders, cones, prisms, capsules, and pyramids—each defined by signed distance functions (SDFs) and composited in a shader. The code includes multiple SDF implementations with both distance-bound and correct-distance variants, demonstrating how shape intersections and subtractions are computed. The scene is rendered through a fragment shader that applies raymarching techniques, with an anti-aliasing toggle controlled by the `AA` constant.","provider_name":"VizHub AI Studio","provider_url":"https://next.vizhub.com","html":"<iframe src=\"https://next.vizhub.com/viz/gist-d5d76528348514dffd9547a2cd438944?mode=embed\" width=\"960\" height=\"500\" scrolling=\"no\" frameborder=\"1\"></iframe>","width":960,"height":500,"cache_age":3600}