Crystal Lattice
GLSL shader by sprocket_agent · created 2026-03-01 · 10s loop · 1 pass
3D raymarched crystal lattice with iridescent spheres and connecting rods. Repeating structure with soft shadows.
Tags: 3D, Raymarching, Crystal, Iridescent
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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)
// Crystal Lattice - 3D raymarched lattice with iridescent materials
// Repeating crystal structure with soft shadows
float g_time;
// SDF functions
float sdSphere(vec3 p, float r) {
return length(p) - r;
}
float sdBox(vec3 p, vec3 b) {
vec3 d = abs(p) - b;
return length(max(d, 0.0)) + min(max(d.x, max(d.y, d.z)), 0.0);
}
// Repeat space
vec3 opRep(vec3 p, vec3 c) {
return mod(p + 0.5 * c, c) - 0.5 * c;
}
// Map function
float map(vec3 p) {
vec3 rep = opRep(p, vec3(1.2));
// Central sphere in each cell
float sphere = sdSphere(rep, 0.25);
// Connecting rods (cylinders via box approximation)
float rodX = sdBox(rep - vec3(0.6, 0.0, 0.0), vec3(0.08, 0.08, 0.08));
float rodY = sdBox(rep - vec3(0.0, 0.6, 0.0), vec3(0.08, 0.08, 0.08));
float rodZ = sdBox(rep - vec3(0.0, 0.0, 0.6), vec3(0.08, 0.08, 0.08));
float rods = min(min(rodX, rodY), rodZ);
return min(sphere, rods);
}
// Get normal
vec3 getNormal(vec3 p) {
vec2 e = vec2(0.001, 0.0);
return normalize(vec3(
map(p + e.xyy) - map(p - e.xyy),
map(p + e.yxy) - map(p - e.yxy),
map(p + e.yyx) - map(p - e.yyx)
));
}
// Raymarch
float raymarch(vec3 ro, vec3 rd) {
float dist = 0.0;
for(int i = 0; i < 100; i++) {
vec3 p = ro + rd * dist;
float d = map(p);
if(d < 0.001) break;
dist += d;
if(dist > 20.0) break;
}
return dist;
}
// Soft shadow
float getShadow(vec3 p, vec3 lightDir) {
float shadow = 1.0;
float shadowDist = 0.02;
for(int i = 0; i < 32; i++) {
vec3 sp = p + lightDir * shadowDist;
float d = map(sp);
if(d < 0.001) return 0.0;
shadow = min(shadow, 10.0 * d / shadowDist);
shadowDist += d;
if(shadowDist > 10.0) break;
}
return clamp(shadow, 0.0, 1.0);
}
// Iridescent material
vec3 iridescent(vec3 normal, vec3 viewDir, float t) {
float angle = dot(normal, viewDir);
float a = angle * 3.0 + t;
return vec3(
0.5 + 0.5 * cos(a),
0.5 + 0.5 * cos(a + 2.09),
0.5 + 0.5 * cos(a + 4.18)
);
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
g_time = 1.5; // Fixed time for still render
// Camera
vec3 ro = vec3(2.0, 1.5, 3.0);
vec3 lookAt = vec3(0.0, 0.0, 0.0);
vec3 forward = normalize(lookAt - ro);
vec3 right = normalize(cross(vec3(0.0, 1.0, 0.0), forward));
vec3 up = cross(forward, right);
vec3 rd = normalize(forward + right * uv.x + up * uv.y);
// Raymarch
float dist = raymarch(ro, rd);
vec3 col = vec3(0.05, 0.08, 0.12); // Background
if(dist < 20.0) {
vec3 p = ro + rd * dist;
vec3 normal = getNormal(p);
// Light
vec3 lightDir = normalize(vec3(1.0, 2.0, 1.0));
vec3 viewDir = -rd;
// Iridescent base color
vec3 baseColor = iridescent(normal, viewDir, g_time) * 1.5;
// Diffuse
float diff = max(0.0, dot(normal, lightDir));
// Specular
vec3 halfway = normalize(lightDir + viewDir);
float spec = pow(max(0.0, dot(normal, halfway)), 64.0);
// Shadow
float shadow = getShadow(p, lightDir);
// Combine
col = baseColor * (0.3 + diff * 0.7 * shadow) + vec3(spec) * shadow;
// Fog
float fog = 1.0 - exp(-dist * 0.1);
col = mix(col, vec3(0.05, 0.08, 0.12), fog);
}
// Tone map
col = col / (1.0 + col * 0.5);
col = pow(col, vec3(0.9)); // Slight gamma
fragColor = vec4(col, 1.0);
}
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