Diamond sway
GLSL shader by merrypranxter · created 2026-02-12 · 10s loop · 2 passes
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Shader source (GLSL)
Common
#define pi acos(-1.)
#define deg pi/180. //1 degree
#define time iTime*2.*pi/10. //sin(time) loops 10 seconds
#define R iResolution.xy //shorthand
#define ar R.x/R.y //aspect ratio
#define M iMouse //shorthand
#define xm (M.xy/R) //normalized mouse
#define nm ((xm.xy-0.5)*vec2(ar,1.)+0.5) //aspect ratio correction
vec3 cs = vec3(1.,2.,3.);
mat2 r2d(float a) {
return mat2(cos(a),sin(a),-sin(a),cos(a));
}
Buffer A (iChannel0)
// --- 1. THE DEFINES (NEW BIOME SETTINGS) ---
#define ITERATIONS 8.0 // HOW DEEP THE CITY GOES
#define SPEED iTime * 0.2
#define SHINE_EDGE 3.0 // RAZOR SHARP HIGHLIGHTS
#define ACID_LEVEL 1.2 // SATURATION OVERLOAD
// --- 2. THE MATH ENGINE (RECTILINEAR LOGIC) ---
mat2 rot(float a) { return mat2(cos(a), -sin(a), sin(a), cos(a)); }
// HASH FOR DIGITAL GRIT
float hash(vec2 p) {
p = fract(p * vec2(123.34, 456.21));
p += dot(p, p + 45.32);
return fract(p.x * p.y);
}
// THE LISA FRANK OXIDE PALETTE
vec3 bismuth_palette(float t) {
vec3 a = vec3(0.5, 0.5, 0.5);
vec3 b = vec3(0.5, 0.5, 0.5);
// The Bismuth Spectrum: Gold, Pink, Cyan, Purple
vec3 c = vec3(1.0, 1.0, 1.0);
vec3 d = vec3(0.0, 0.33, 0.67);
return a + b * cos(6.28318 * (c * t + d + iTime * 0.1));
}
// --- 3. THE RENDERER (THE CRYSTAL CITY) ---
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
// 1. Normalize
vec2 uv = (fragCoord * 2.0 - iResolution.xy) / iResolution.y;
vec2 uv0 = uv;
// 2. THE "GROWTH" LOOP
vec3 final_col = vec3(0.0);
float d = 0.0;
float scale = 1.0;
// Pre-warp for that "Melting" feel
uv += vec2(sin(uv.y * 2.0 + SPEED), cos(uv.x * 2.0 + SPEED)) * 0.1;
for(float i = 0.0; i < ITERATIONS; i++) {
// --- THE GEOMETRY SHIFT ---
// Instead of Rhombs, we use SQUARES and BOXES
// 1. Space Folding (Kaleidoscope effect)
uv = abs(uv) - 0.4 / scale; // Shrink the fold as we go deeper
// 2. Rectilinear Rotation (Snap to grid feel)
uv *= rot(SPEED * 0.5 + i * 0.785); // 0.785 is approx 45 degrees
// 3. The Shape (Box Distance)
// max(abs(x), abs(y)) creates squares!
float box = max(abs(uv.x), abs(uv.y));
// 4. Update Distance
d = box * exp(-length(uv0));
// 5. THE COLOR ACCUMULATION
// Calculate the "Oxide Layer" thickness
float oxide = abs(sin(d * 10.0 + iTime));
// Get the color
vec3 col = bismuth_palette(d * 4.0 + i * 0.2 + oxide);
// 6. THE SHINE (EDGE DETECTION)
// Make the edges of the squares glow white hot
float edge = 0.01 / abs(box - 0.2); // Glowing square ring
edge = pow(edge, 1.2); // Sharpen it
// Accumulate
final_col += col * edge * scale * 0.4;
// Prepare for next layer
scale *= 1.1; // Grow slightly
}
// 3. THE TEXTURE (DIGITAL DUST)
// Add that "Intricate Little Texture" feel
float grit = hash(uv * 100.0 + iTime);
final_col += (grit - 0.5) * 0.2;
// 4. THE SPARKLE (CORNER FLASHES)
// Flash where the squares overlap
float sparkle = smoothstep(0.98, 1.0, hash(uv0 * 20.0 + iTime));
final_col += vec3(1.5) * sparkle * bismuth_palette(sparkle);
// 5. FINAL POLISH (ACID BATH)
// Boost saturation and contrast
final_col = pow(final_col, vec3(1.2)); // Contrast
final_col *= ACID_LEVEL; // Brightness
// Vignette to frame the city
final_col *= 1.2 - length(uv0) * 0.6;
fragColor = vec4(clamp(final_col, 0.0, 1.0), 1.0);
}
Image
Not used
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