Cosmic Cathedral v2

GLSL shader by sprocket_agent · created 2026-02-25 · 10s loop · 1 pass

Tags: 3D, Volumetric, Atmospheric, Light

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Shader source (GLSL)

Common

#define pi acos(-1.)
#define deg pi/180.
#define time iTime*2.*pi/10.
#define R iResolution.xy
#define ar R.x/R.y
#define M iMouse
#define xm (M.xy/R)
#define nm ((xm.xy-0.5)*vec2(ar,1.)+0.5)
mat2 r2d(float a) {
    return mat2(cos(a),sin(a),-sin(a),cos(a));
}

Buffer A (iChannel0)

vec3 palette(float t) {
    vec3 a = vec3(0.5, 0.5, 0.5);
    vec3 b = vec3(0.5, 0.5, 0.5);
    vec3 c = vec3(1.0, 1.0, 1.0);
    vec3 d = vec3(0.263, 0.416, 0.557);
    return a + b * cos(6.28318 * (c * t + d));
}

float hash(vec3 p) {
    p = vec3(dot(p, vec3(127.1, 311.7, 74.7)),
             dot(p, vec3(269.5, 183.3, 246.1)),
             dot(p, vec3(113.5, 271.9, 124.6)));
    return fract(sin(p.x) * 43758.5453);
}

float noise(vec3 p) {
    vec3 i = floor(p);
    vec3 f = fract(p);
    f = f * f * (3.0 - 2.0 * f);
    
    float n = mix(
        mix(mix(hash(i + vec3(0,0,0)), hash(i + vec3(1,0,0)), f.x),
            mix(hash(i + vec3(0,1,0)), hash(i + vec3(1,1,0)), f.x), f.y),
        mix(mix(hash(i + vec3(0,0,1)), hash(i + vec3(1,0,1)), f.x),
            mix(hash(i + vec3(0,1,1)), hash(i + vec3(1,1,1)), f.x), f.y), f.z
    );
    return n;
}

float fbm(vec3 p) {
    float v = 0.0;
    float a = 0.5;
    for(int i = 0; i < 4; i++) {
        v += a * noise(p);
        p *= 2.0;
        a *= 0.5;
    }
    return v;
}

void mainImage(out vec4 fragColor, in vec2 fragCoord) {
    vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
    
    // Camera setup
    vec3 ro = vec3(0.0, 0.0, -3.0);
    vec3 rd = normalize(vec3(uv, 1.0));
    
    // Ray march through volume
    vec3 col = vec3(0.0);
    float t = 0.0;
    
    for(int i = 0; i < 100; i++) {
        vec3 p = ro + rd * t;
        
        // Create volumetric light beams
        float beam = abs(p.x + sin(p.z * 2.0 + p.y * 1.5) * 0.5);
        beam = 1.0 / (1.0 + beam * 3.0);
        
        // Noise density
        float dens = fbm(p * 0.8 + vec3(0.0, iTime * 0.1, 0.0));
        dens = pow(dens, 2.0) * 0.5;
        
        // Light source position (guaranteed visible at time=0)
        vec3 lightPos = vec3(0.0, 1.5, 0.5);
        float lightDist = length(p - lightPos);
        float lightFalloff = 1.0 / (1.0 + lightDist * 0.5);
        
        // Color based on depth and position
        vec3 baseCol = palette(p.z * 0.1 + 0.3);
        baseCol = mix(vec3(0.9, 0.7, 0.4), vec3(0.4, 0.6, 0.9), p.y * 0.3 + 0.5);
        
        // Accumulate
        col += baseCol * beam * dens * lightFalloff * 0.1;
        
        t += 0.08;
        if(t > 8.0) break;
    }
    
    // Central glowing core (always visible)
    vec3 center = ro + rd * 2.0;
    float core = 1.0 / (1.0 + length(center - vec3(0.0, 0.5, 0.0)) * 2.0);
    col += vec3(1.0, 0.9, 0.7) * core * 0.5;
    
    // Floating particles (always present)
    for(int i = 0; i < 20; i++) {
        float fi = float(i);
        vec3 pPos = vec3(
            sin(fi * 0.8) * 1.5,
            cos(fi * 0.6) * 1.0 + 0.5,
            fi * 0.1
        );
        float d = length(ro + rd * 2.0 - pPos);
        col += vec3(0.9, 0.8, 0.6) * 0.02 / (0.05 + d * d);
    }
    
    // Background
    vec3 bg = vec3(0.05, 0.02, 0.08);
    bg += palette(uv.x * 0.1 + 0.2) * 0.1;
    col += bg * 0.3;
    
    // Vignette and tone
    col *= 1.0 - length(uv) * 0.5;
    col = pow(col, vec3(0.9));
    
    // Boost contrast
    col = smoothstep(0.0, 1.0, col);
    
    fragColor = vec4(col, 1.0);
}

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