#include "octane-oslintrin.h"
shader OslGeometry(
    color noiseTex = color(1,1,1),
    float noiseScale = -0.357,
    float marchStepMultiplier = 0.185,
    output _sdf c = _SDFDEF)
{
    // the scaled noise vector
    float s = (noiseTex[0]) * noiseScale;

    vector p = P;
    // calculate the sphere sdf distance
    float x = sqrt(p[0]*p[0] + p[1]*p[1] + p[2]*p[2]) - 1;

    c.dist = marchStepMultiplier*(x + s);
}
