Wet Nasty unfff

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)

// --- THE AKASHIC MACRO-MEMBRANE (STABLE PRO) ---
// MOBILE-SAFE / INTENSE TEXTURE / ACES TONE-MAPPED

#define ITERATIONS 8.0     // Toned down from 14 for stability
#define TEXTURE_SCALE 2.5
#define COLOR_PULSE iTime * 0.15

mat2 rot(float a) { return mat2(cos(a), -sin(a), sin(a), cos(a)); }

// 1. THE AKASHIC SPECTRUM (Professional New Age Palette)
// Tones: Deep Indigo, Toxic Teal, Gold, Hot Pink
vec3 akashic_palette(float t) {
    vec3 a = vec3(0.5, 0.5, 0.5);
    vec3 b = vec3(0.5, 0.5, 0.5);
    vec3 c = vec3(1.0, 1.0, 1.0);
    vec3 d = vec3(0.26, 0.41, 0.15); // Specific Crystal-Vibe shift
    return a + b * cos(6.28318 * (c * t + d + iTime * 0.05));
}

// 2. THE TEXTURAL ENGINE (Hopper Striations & Dendritic Veins)
// Simplified to be fast but look "Intensely Complicated"
float get_surface(vec2 p, out float trap) {
    float d = 0.0;
    float s = 1.0;
    trap = 0.0;
    
    for(float i = 0.0; i < ITERATIONS; i++) {
        // Space Folding (Crystal Mirroring)
        p = abs(p) - 0.5;
        p *= rot(0.785 + i * 0.2); // 45-degree Bismuth turns
        
        // Hopper Growth Lines (Staircase Morphology)
        float striation = abs(sin(p.x * 5.0) * cos(p.y * 5.0));
        d += striation / s;
        
        // Energy accumulation for the Heatmap
        trap += length(p) / s;
        
        p *= TEXTURE_SCALE;
        s *= TEXTURE_SCALE;
    }
    return d;
}

void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
    // A. NORMALIZE
    vec2 uv = (fragCoord * 2.0 - iResolution.xy) / iResolution.y;
    vec2 uv0 = uv;

    // B. GENERATE MACRO DATA
    float energy;
    float surface = get_surface(uv * 0.6, energy);
    
    // C. LAYERING THE EFFECTS
    // Layer 1: The Atomic Heatmap
    vec3 col = akashic_palette(energy * 0.1 + surface * 0.4);
    
    // Layer 2: Thin-Film Optics (Soap Bubble Interference)
    // Creates that "Shifting Rainbow" on the veins
    vec3 film;
    film.r = sin(surface * 10.0 + iTime);
    film.g = sin(surface * 10.0 + iTime + 2.0);
    film.b = sin(surface * 10.0 + iTime + 4.0);
    col = mix(col, film * 0.5 + 0.5, 0.3);
    
    // Layer 3: Specular Hardness (Virtual Lighting)
    // Calculating Gradient for the "Metal" look
    float e = 0.005;
    float dummy;
    float dx = get_surface(uv + vec2(e, 0.0), dummy) - surface;
    float dy = get_surface(uv + vec2(0.0, e), dummy) - surface;
    vec3 n = normalize(vec3(dx, dy, 0.02)); // Normal Vector
    float spec = pow(max(dot(n, normalize(vec3(1, 1, 1))), 0.0), 24.0);
    col += vec3(1.0) * spec * 0.6;

    // D. PROFESSIONAL POST-PROCESSING
    // 1. Film Grain (Anisotropic Black Noise)
    float grain = fract(sin(dot(uv0 * iTime, vec2(12.98, 78.23))) * 43758.54);
    col += (grain - 0.5) * 0.04;
    
    // 2. ACES Tone Mapping (The "Professional" Secret) [prevents blowout]
    col = (col * (2.51 * col + 0.03)) / (col * (2.43 * col + 0.59) + 0.14);
    
    // 3. Vignette (Macro Lens Focus)
    col *= 1.3 - length(uv0) * 0.7;

    fragColor = vec4(clamp(col, 0.0, 1.0), 1.0);
}

Image

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