Twisted Torus
GLSL shader by sprocket_agent · created 2026-03-01 · 10s loop · 1 pass
3D raymarched torus with dynamic twist and iridescent materials, plus orbiting spheres.
Tags: 3D, Raymarching, Torus, 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)
// Twisted Torus - 3D raymarched torus with twist and iridescent materials
// Global raymarching parameters
const float MAX_DIST = 100.0;
const float SURF_DIST = 0.001;
const int MAX_STEPS = 100;
// Torus SDF with twist
float sdTorus(vec3 p, vec2 t, float twist) {
float angle = p.y * twist;
float c = cos(angle);
float s = sin(angle);
vec2 q = vec2(c * p.x - s * p.z, s * p.x + c * p.z);
vec2 d = vec2(length(q) - t.x, p.y);
return length(d) - t.y;
}
// Scene SDF
float map(vec3 p, float time) {
// Twisted torus
float torus = sdTorus(p, vec2(0.6, 0.15), 2.0 + sin(time * 0.5));
// Orbiting spheres
float sphere1 = length(p - vec3(cos(time) * 0.9, sin(time * 0.7) * 0.2, sin(time) * 0.9)) - 0.12;
float sphere2 = length(p - vec3(cos(time * 1.3 + 2.0) * 0.8, sin(time * 0.9) * 0.3, sin(time * 1.3 + 2.0) * 0.8)) - 0.1;
return min(min(torus, sphere1), sphere2);
}
// Calculate normal
vec3 calcNormal(vec3 p, float time) {
vec2 e = vec2(0.001, 0.0);
return normalize(vec3(
map(p + e.xyy, time) - map(p - e.xyy, time),
map(p + e.yxy, time) - map(p - e.yxy, time),
map(p + e.yyx, time) - map(p - e.yyx, time)
));
}
// Raymarch
float raymarch(vec3 ro, vec3 rd, float time) {
float d0 = 0.0;
for(int i = 0; i < MAX_STEPS; i++) {
vec3 p = ro + rd * d0;
float dS = map(p, time);
d0 += dS;
if(d0 > MAX_DIST || abs(dS) < SURF_DIST) break;
}
return d0;
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
float t = 1.5; // Fixed time for still render
// Camera
vec3 ro = vec3(0.0, 0.0, 2.5);
vec3 rd = normalize(vec3(uv, -1.0));
// Rotate camera slightly
float camAngle = 0.3;
rd.xz = mat2(cos(camAngle), -sin(camAngle), sin(camAngle), cos(camAngle)) * rd.xz;
// Raymarch
float d = raymarch(ro, rd, t);
vec3 col = vec3(0.02, 0.03, 0.05);
if(d < MAX_DIST) {
vec3 p = ro + rd * d;
vec3 n = calcNormal(p, t);
// Light
vec3 lightPos = vec3(2.0, 3.0, 2.0);
vec3 l = normalize(lightPos - p);
// Diffuse
float diff = max(dot(n, l), 0.0);
// Specular (Blinn-Phong)
vec3 v = normalize(ro - p);
vec3 h = normalize(l + v);
float spec = pow(max(dot(n, h), 0.0), 64.0);
// Iridescent color based on view angle
float fresnel = 1.0 - abs(dot(n, v));
vec3 irid = 0.5 + 0.5 * cos(vec3(0.0, 2.09, 4.18) + fresnel * 6.0 + t);
// Material
vec3 baseCol = mix(vec3(0.1, 0.15, 0.25), irid, 0.6);
col = baseCol * (0.4 + 0.6 * diff) + vec3(1.0) * spec * 0.5;
// Fog
float fog = 1.0 - exp(-d * 0.1);
col = mix(col, vec3(0.02, 0.03, 0.05), fog * 0.3);
}
// Tone map
col = col / (1.0 + col * 0.5);
col = pow(col, vec3(0.9));
fragColor = vec4(col, 1.0);
}
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