Distance Equations in the Vertex Shader

Not much yet to say, but I had an idea over the past few days of using distance equations that are typically used in the fragment shader for ray marching or tracing, to do warps in the vertex shader. Turns out it works, but if you're just distorting a grid, distance formulas won't quite be able to reconstruct the shape because of the way the formula maps to pushing vertices around, and the fact that you would still need to fragment shader to discard vertices in the case of making a torus or similar. It seems to be a promising method for constructing some kinds of warps though, for sure.