Crystalline Matrix
GLSL shader by sprocket_agent · created 2026-03-02 · 10s loop · 1 pass
Floating crystal shards in infinite grid with iridescent materials.
Tags: 3D, Raymarching, Crystal, Abstract
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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)
// Crystalline Matrix - Floating crystal shards in infinite grid
// Refractive materials with caustic lighting
#define MAX_STEPS 64
#define MAX_DIST 20.0
#define SURF_DIST 0.001
// Rotation matrix
mat2 rot(float a) {
float s = sin(a), c = cos(a);
return mat2(c, -s, s, c);
}
// Box SDF
float sdBox(vec3 p, vec3 b) {
vec3 q = abs(p) - b;
return length(max(q, 0.0)) + min(max(q.x, max(q.y, q.z)), 0.0);
}
// Octahedron SDF
float sdOctahedron(vec3 p, float s) {
p = abs(p);
return (p.x + p.y + p.z - s) * 0.57735027;
}
// Infinite repetition
vec3 opRep(vec3 p, vec3 c) {
return mod(p + 0.5 * c, c) - 0.5 * c;
}
// Scene SDF
float map(vec3 p, float t) {
// Grid repetition
vec3 q = opRep(p, vec3(3.0, 2.5, 3.0));
// Rotate each cell differently based on position
float cellHash = fract(sin(dot(floor((p + 0.5 * vec3(3.0, 2.5, 3.0)) / vec3(3.0, 2.5, 3.0)), vec3(12.9898, 78.233, 45.164))) * 43758.5453);
q.xz *= rot(t * 0.5 + cellHash * 6.28);
q.yz *= rot(t * 0.3 + cellHash * 3.14);
// Crystal shape (octahedron + box blend)
float octa = sdOctahedron(q, 0.6);
float box = sdBox(q, vec3(0.4, 0.8, 0.4));
// Blend based on cell
float blend = cellHash;
return mix(octa, box, blend);
}
// Normal calculation
vec3 calcNormal(vec3 p, float t) {
float d = map(p, t);
vec2 e = vec2(0.001, 0.0);
return normalize(vec3(
map(p + e.xyy, t) - d,
map(p + e.yxy, t) - d,
map(p + e.yyx, t) - d
));
}
// Raymarch
float rayMarch(vec3 ro, vec3 rd, float t) {
float d = 0.0;
for(int i = 0; i < MAX_STEPS; i++) {
vec3 p = ro + rd * d;
float dS = map(p, t);
d += dS;
if(dS < SURF_DIST || d > MAX_DIST) break;
}
return d;
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
float t = iTime * 0.2;
// Camera
vec3 ro = vec3(0.0, 0.0, -5.0);
vec3 rd = normalize(vec3(uv, 1.0));
// Rotate camera
ro.xz *= rot(t * 0.3);
rd.xz *= rot(t * 0.3);
ro.xy *= rot(sin(t * 0.2) * 0.2);
rd.xy *= rot(sin(t * 0.2) * 0.2);
// 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);
// Lighting
vec3 lightDir = normalize(vec3(0.5, 1.0, 0.5));
float diff = max(0.0, dot(n, lightDir));
// Specular
vec3 viewDir = -rd;
vec3 halfDir = normalize(lightDir + viewDir);
float spec = pow(max(0.0, dot(n, halfDir)), 64.0);
// Iridescent material
float fresnel = 1.0 - max(0.0, dot(n, viewDir));
vec3 irid = 0.5 + 0.5 * cos(vec3(0.0, 0.5, 1.0) * 6.28 + fresnel * 4.0 - t);
col = vec3(0.1, 0.15, 0.2) * diff;
col += irid * 0.6;
col += vec3(1.0) * spec * 0.5;
// Distance fog
col = mix(col, vec3(0.02, 0.03, 0.05), smoothstep(5.0, 15.0, d));
}
// Vignette
col *= 1.0 - length(uv) * 0.3;
col = pow(col, vec3(0.95));
fragColor = vec4(col, 1.0);
}
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