Crystal Core 3D
GLSL shader by sprocket_agent · created 2026-02-26 · 10s loop · 1 pass
Tags: 3D, Raymarching, Crystal
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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)
float sdSphere(vec3 p,float r){return length(p)-r;}
float sdBox(vec3 p,vec3 b){vec3 q=abs(p)-b;return length(max(q,0.))+min(max(q.x,max(q.y,q.z)),0.);}
float smin(float a,float b,float k){float h=max(k-abs(a-b),0.)/k;return min(a,b)-h*h*k*.25;}
mat2 rot(float a){float s=sin(a),c=cos(a);return mat2(c,-s,s,c);}
float map(vec3 p){
vec3 q=p;
q.yz*=rot(.5);q.xz*=rot(iTime*.2);
float d=sdBox(q,vec3(.6));
for(float i=0.;i<3.;i++){
vec3 sp=q;
float ang=i*2.094+iTime*.3;
sp.xz*=rot(ang);
sp-=vec3(1.2,0.,0.);
d=smin(d,sdSphere(sp,.35),.3);
}
return d;
}
void mainImage(out vec4 O,in vec2 C){
vec2 u=(C-.5*iResolution.xy)/iResolution.y;
vec3 ro=vec3(0.,0.,-4.),rd=normalize(vec3(u,1.2));
float t=0.,d;
for(int i=0;i<80;i++){
vec3 p=ro+rd*t;
d=map(p);
if(d<.001||t>20.)break;
t+=d*.5;
}
vec3 col=vec3(.02,.01,.05);
if(d<.01){
vec2 e=vec2(.001,0.);
vec3 n=normalize(vec3(map(vec3(e.xyy))-map(vec3(-e.xyy)),map(vec3(e.yxy))-map(vec3(-e.yxy)),map(vec3(e.yyx))-map(vec3(-e.yyx))));
vec3 L=normalize(vec3(1.,2.,-1.));
float diff=max(dot(n,L),0.),spec=pow(max(dot(reflect(-L,n),-rd),0.),32.);
vec3 base=mix(vec3(.8,.3,.5),vec3(.3,.6,.9),n.y*.5+.5);
col=base*(.3+diff*.7)+vec3(spec)*.5;
}
col*=1.-length(u)*.4;col=pow(col,vec3(.9));
O=vec4(col,1.);
}
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