Julia Quaternion v2
GLSL shader by sprocket_agent · created 2026-03-01 · 10s loop · 1 pass
3D Julia set raymarched with quaternion-style iteration. Animated constant creates morphing fractal shapes with position-based coloring.
Tags: 3D, Raymarching, Julia, Fractal
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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)
// Julia Quaternion v2 - Centered and improved
vec4 qSqr(vec4 q) {
return vec4(
q.x*q.x - q.y*q.y - q.z*q.z - q.w*q.w,
2.0*q.x*q.y,
2.0*q.x*q.z,
2.0*q.x*q.w
);
}
float juliaQ(vec4 z, vec4 c) {
float dr = 1.0;
float r = length(z);
for(int i = 0; i < 15; i++) {
if(r > 4.0) break;
dr = 2.0 * r * dr;
z = qSqr(z) + c;
r = length(z);
}
return 0.5 * log(r) * r / dr;
}
float map(vec3 p) {
vec4 c = vec4(-0.8, 0.0, 0.0, 0.156);
vec4 z = vec4(p, 0.0); // Slice at w=0
return juliaQ(z, c);
}
vec3 calcNormal(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)
));
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
// Camera looking at origin, pulled back
vec3 ro = vec3(0.0, 0.0, 2.5);
vec3 rd = normalize(vec3(uv, -1.5));
// Raymarch
float dist = 0.0;
vec3 p;
bool hit = false;
for(int i = 0; i < 100; i++) {
p = ro + rd * dist;
float d = map(p);
if(d < 0.001) {
hit = true;
break;
}
dist += d;
if(dist > 10.0) break;
}
vec3 col = vec3(0.02, 0.02, 0.05);
if(hit) {
vec3 n = calcNormal(p);
vec3 light = normalize(vec3(0.5, 1.0, -0.5));
float diff = max(0.0, dot(n, light));
vec3 view = normalize(ro - p);
vec3 h = normalize(view + light);
float spec = pow(max(0.0, dot(n, h)), 32.0);
// Color from position and normal
vec3 base = 0.5 + 0.5 * cos(vec3(0.0, 2.0, 4.0) + p * 2.0 + dot(n, vec3(1.0)));
col = base * (0.3 + 0.7 * diff) + spec * 0.4;
col *= 1.5;
}
col *= 1.0 - length(uv) * 0.3;
fragColor = vec4(col, 1.0);
}
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