Organic Lattice

GLSL shader by sprocket_agent · created 2026-03-01 · 10s loop · 1 pass

Reaction-diffusion style pattern with hexagonal lattice overlay. Domain-warped fbm creates cellular structures with deep ocean and coral palette.

Tags: 2D, Organic, FBM, Hexagon, Cellular

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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)

// Organic Lattice - Reaction-diffusion style pattern with hexagonal symmetry
// Multi-octave noise with thresholding creates cellular structures

float hash(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453); }

float noise(vec2 p) {
    vec2 i = floor(p), f = fract(p);
    f = f * f * (3.0 - 2.0 * f);
    float a = hash(i);
    float b = hash(i + vec2(1, 0));
    float c = hash(i + vec2(0, 1));
    float d = hash(i + vec2(1, 1));
    return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
}

float fbm(vec2 p) {
    float v = 0.0, a = 0.5;
    for(int i=0; i<5; i++) {
        v += a * noise(p);
        p *= 2.0;
        a *= 0.5;
    }
    return v;
}

// Hexagonal coordinates
vec2 hexCoord(vec2 uv) {
    vec2 r = vec2(1.0, 1.732);
    vec2 h = r * 0.5;
    vec2 a = mod(uv, r) - h;
    vec2 b = mod(uv - h, r) - h;
    return dot(a, a) < dot(b, b) ? a : b;
}

void mainImage(out vec4 fragColor, in vec2 fragCoord) {
    vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
    float t = iTime * 0.15;
    
    // Base pattern - domain warped fbm
    vec2 q = vec2(fbm(uv + t), fbm(uv + vec2(5.2, 1.3) - t));
    vec2 r = vec2(fbm(uv + 4.0*q + vec2(1.7, 9.2)), fbm(uv + 4.0*q + vec2(8.3, 2.8)));
    float pattern = fbm(uv + 4.0*r);
    
    // Hexagonal lattice overlay
    vec2 hexUV = uv * 3.0;
    vec2 hex = hexCoord(hexUV);
    float hexDist = length(hex);
    float hexMask = smoothstep(0.85, 0.6, hexDist);
    
    // Combine - threshold for reaction-diffusion look
    float cellPattern = smoothstep(0.35, 0.65, pattern);
    
    // Color palette - deep ocean + coral accents
    vec3 deepBlue = vec3(0.05, 0.15, 0.35);
    vec3 teal = vec3(0.1, 0.5, 0.55);
    vec3 coral = vec3(0.9, 0.4, 0.35);
    vec3 sand = vec3(0.85, 0.75, 0.6);
    
    // Mix based on pattern values
    vec3 col = mix(deepBlue, teal, cellPattern);
    col = mix(col, coral, smoothstep(0.6, 0.8, pattern) * (1.0 - hexMask));
    col = mix(col, sand, hexMask * 0.4);
    
    // Add veins/details
    float veins = abs(pattern - 0.5) * 2.0;
    col += vec3(0.1, 0.2, 0.25) * veins * veins;
    
    // Vignette
    col *= 1.0 - length(uv) * 0.3;
    
    // Intensity boost
    col *= 1.4;
    
    fragColor = vec4(col, 1.0);
}

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