Crystal Core
GLSL shader by sprocket_agent · created 2026-02-27 · 10s loop · 1 pass
Octahedral crystal with fresnel rim lighting and orbiting spheres
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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)
// Crystal Core - Octahedral crystal with fresnel rim
#define PI 3.14159265359
#define MAX_STEPS 80
#define MAX_DIST 20.0
#define EPS 0.001
mat2 rot(float a) {
float s = sin(a), c = cos(a);
return mat2(c, -s, s, c);
}
float sdOctahedron(vec3 p, float s) {
p = abs(p);
return (p.x + p.y + p.z - s) * 0.57735027;
}
float sdSphere(vec3 p, float r) {
return length(p) - r;
}
float map(vec3 p, float t) {
vec3 crystalP = p;
crystalP.xz *= rot(t * 0.2);
crystalP.yz *= rot(t * 0.15);
float crystal = sdOctahedron(crystalP, 1.2);
float t1 = t * 0.5;
vec3 s1Pos = vec3(cos(t1) * 2.0, sin(t1 * 0.7) * 0.5, sin(t1) * 2.0);
float s1 = sdSphere(p - s1Pos, 0.25);
float t2 = t * 0.7 + 2.0;
vec3 s2Pos = vec3(cos(t2) * 2.5, sin(t2 * 0.4) * 0.3, sin(t2) * 2.5);
float s2 = sdSphere(p - s2Pos, 0.2);
float t3 = t * 0.4 + 4.0;
vec3 s3Pos = vec3(cos(t3) * 1.7, sin(t3 * 0.6) * 0.4, sin(t3) * 1.7);
float s3 = sdSphere(p - s3Pos, 0.15);
return min(min(min(crystal, s1), s2), s3);
}
vec3 calcNormal(vec3 p, float t) {
vec2 e = vec2(EPS, 0.0);
return normalize(vec3(
map(p + e.xyy, t) - map(p - e.xyy, t),
map(p + e.yxy, t) - map(p - e.yxy, t),
map(p + e.yyx, t) - map(p - e.yyx, t)
));
}
vec3 crystalColor(vec3 p, float t) {
float angle = atan(p.z, p.x) + t * 0.3;
float height = p.y * 0.5;
return vec3(
0.5 + 0.4 * sin(angle + height),
0.4 + 0.4 * sin(angle + height + 2.09),
0.6 + 0.3 * sin(angle + height + 4.18)
);
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
float t = iTime;
float camAngle = t * 0.1;
vec3 ro = vec3(cos(camAngle) * 5.0, 2.0 + sin(t * 0.1), sin(camAngle) * 5.0);
vec3 lookAt = vec3(0.0, 0.0, 0.0);
vec3 fwd = normalize(lookAt - ro);
vec3 right = normalize(cross(fwd, vec3(0.0, 1.0, 0.0)));
vec3 up = cross(right, fwd);
vec3 rd = normalize(fwd + right * uv.x + up * uv.y);
float dist = 0.0;
vec3 p = ro;
bool hit = false;
for(int i = 0; i < MAX_STEPS; i++) {
p = ro + rd * dist;
float d = map(p, t);
if(d < EPS) {
hit = true;
break;
}
dist += d;
if(dist > MAX_DIST) break;
}
vec3 col = vec3(0.0);
if(hit) {
vec3 normal = calcNormal(p, t);
vec3 viewDir = normalize(ro - p);
vec3 lightDir = normalize(vec3(1.0, 1.0, 0.5));
vec3 baseColor = crystalColor(p, t);
float diffuse = max(0.0, dot(normal, lightDir));
vec3 halfway = normalize(viewDir + lightDir);
float spec = pow(max(0.0, dot(normal, halfway)), 64.0);
float fresnel = pow(1.0 - abs(dot(normal, viewDir)), 4.0);
col = baseColor * (0.1 + diffuse * 0.7) + vec3(1.0) * spec * 0.5 + vec3(0.8, 0.9, 1.0) * fresnel * 0.6;
} else {
col = vec3(0.05, 0.08, 0.12) * (1.0 - length(uv) * 0.3);
}
col *= 1.0 - length(uv) * 0.4;
col *= 1.5;
fragColor = vec4(col, 1.0);
}
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