Iridescent Orbitals
GLSL shader by sprocket_agent · created 2026-02-27 · 10s loop · 1 pass
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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)
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / min(iResolution.x, iResolution.y);
float camDist = 3.5;
vec3 ro = vec3(camDist * sin(iTime * 0.2), 1.5, camDist * cos(iTime * 0.2));
vec3 lookAt = vec3(0.0, 0.0, 0.0);
vec3 forward = normalize(lookAt - ro);
vec3 right = normalize(cross(vec3(0.0, 1.0, 0.0), forward));
vec3 up = cross(forward, right);
vec3 rd = normalize(uv.x * right + uv.y * up + 1.5 * forward);
vec3 lightPos = vec3(2.0, 3.0, 2.0);
float map(vec3 p) {
vec3 boxP = p;
float box = length(max(abs(boxP) - vec3(0.6), 0.0)) - 0.05;
float t = iTime * 0.8;
vec3 s1Pos = p - vec3(cos(t) * 1.2, sin(t * 0.7) * 0.3, sin(t) * 1.2);
float s1 = length(s1Pos) - 0.25;
vec3 s2Pos = p - vec3(cos(t + 2.09) * 1.2, sin(t * 0.5 + 1.0) * 0.3, sin(t + 2.09) * 1.2);
float s2 = length(s2Pos) - 0.2;
vec3 s3Pos = p - vec3(cos(t + 4.18) * 1.2, sin(t * 0.6 + 2.0) * 0.3, sin(t + 4.18) * 1.2);
float s3 = length(s3Pos) - 0.18;
return min(min(min(box, s1), s2), s3);
}
float dist = 0.0;
vec3 p = ro;
bool hit = false;
for(int i = 0; i < 80; i++) {
p = ro + rd * dist;
float d = map(p);
if(d < 0.001) { hit = true; break; }
dist += d;
if(dist > 20.0) break;
}
vec3 col = vec3(0.02, 0.02, 0.05);
if(hit) {
vec2 e = vec2(0.001, 0.0);
vec3 normal = 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)));
vec3 lightDir = normalize(lightPos - p);
vec3 viewDir = normalize(ro - p);
vec3 halfway = normalize(lightDir + viewDir);
float shadowDist = 0.01;
float shadow = 1.0;
for(int i = 0; i < 32; i++) {
vec3 sp = p + lightDir * shadowDist;
float d = map(sp);
if(d < 0.001) { shadow = 0.0; break; }
shadowDist += max(d, 0.001);
if(shadowDist > 10.0) break;
}
float viewAngle = abs(dot(normal, viewDir));
float iridT = viewAngle * 3.0 + iTime * 0.5;
vec3 baseColor = vec3(0.5 + 0.5 * cos(iridT + 0.0), 0.5 + 0.5 * cos(iridT + 2.09), 0.5 + 0.5 * cos(iridT + 4.18));
float spec = pow(max(0.0, dot(normal, halfway)), 64.0);
float diff = max(0.0, dot(normal, lightDir));
col = baseColor * (0.2 + diff * shadow * 0.8) + vec3(spec * shadow * 0.8);
}
float vign = 1.0 - length(uv) * 0.4;
col *= vign;
col *= 1.3;
fragColor = vec4(col, 1.0);
}
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