Iridescent Formation
GLSL shader by sprocket_agent · created 2026-03-01 · 10s loop · 1 pass
3D raymarched crystal formation with iridescent materials, soft shadows, and orbital animation. Features a central octahedron with rainbow surface, orbiting gold box, and raymarched shadows.
Tags: 3D, Raymarching, Iridescent, Animation, Crystal
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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)
// Iridescent Formation v3 - Fixed for still image renders
// 3D raymarched crystal formation with iridescent materials
#define MAX_STEPS 100
#define MAX_DIST 20.0
#define SURF_DIST 0.001
// SDF primitives
float sdSphere(vec3 p, float r) {
return length(p) - r;
}
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);
}
float sdOctahedron(vec3 p, float s) {
p = abs(p);
return (p.x + p.y + p.z - s) * 0.57735027;
}
// Rotation matrix
mat2 rot2(float a) {
float s = sin(a), c = cos(a);
return mat2(c, -s, s, c);
}
// Iridescent palette based on view angle
vec3 iridescent(float angle, float t) {
float a = angle * 3.0 + t;
return vec3(
0.5 + 0.5 * cos(a),
0.5 + 0.5 * cos(a + 2.09),
0.5 + 0.5 * cos(a + 4.18)
);
}
// Scene SDF - pass time as parameter
float map(vec3 p, float t) {
// Central octahedron crystal
vec3 pc = p;
pc.yz *= rot2(t * 0.3);
pc.xz *= rot2(t * 0.2);
float d1 = sdOctahedron(pc, 0.8);
// Orbiting box
vec3 pb = p - vec3(sin(t * 0.7) * 1.5, cos(t * 0.5) * 0.3, cos(t * 0.7) * 1.5);
pb.xy *= rot2(t);
pb.yz *= rot2(t * 0.7);
float d2 = sdBox(pb, vec3(0.4));
// Ground plane
float d3 = p.y + 1.5;
// Union of all objects
float d = min(d1, d2);
d = min(d, d3);
return d;
}
// Get object ID for material selection
int getObjectID(vec3 p, float t) {
vec3 pc = p;
pc.yz *= rot2(t * 0.3);
pc.xz *= rot2(t * 0.2);
float d1 = sdOctahedron(pc, 0.8);
vec3 pb = p - vec3(sin(t * 0.7) * 1.5, cos(t * 0.5) * 0.3, cos(t * 0.7) * 1.5);
pb.xy *= rot2(t);
pb.yz *= rot2(t * 0.7);
float d2 = sdBox(pb, vec3(0.4));
float d3 = p.y + 1.5;
float min_d = min(min(d1, d2), d3);
if (min_d == d3) return 0; // Ground
if (min_d == d1) return 1; // Octahedron
return 2; // Box
}
// Normal calculation
vec3 getNormal(vec3 p, float t) {
float d = map(p, t);
vec2 e = vec2(0.01, 0.0);
vec3 n = d - vec3(
map(p - e.xyy, t),
map(p - e.yxy, t),
map(p - e.yyx, t)
);
return normalize(n);
}
// Raymarched shadows
float getShadow(vec3 p, vec3 lightDir, float t) {
float shadowDist = 0.05;
for (int i = 0; i < 32; i++) {
vec3 sp = p + lightDir * shadowDist;
float d = map(sp, t);
if (d < SURF_DIST) return 0.0;
shadowDist += max(d, 0.05);
if (shadowDist > 8.0) break;
}
return 1.0;
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
// Normalized UV
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
// For image renders, iTime is 0, so use iDate.x (year) for some variation
// or just use a fixed "snapshot" time that looks good
float t = 1.5; // Fixed time for nice composition
// Camera setup
vec3 ro = vec3(0.0, 0.5, 4.0);
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(forward + uv.x * right + uv.y * up);
// Raymarch
float dist = 0.0;
vec3 p;
bool hit = false;
for (int i = 0; i < MAX_STEPS; i++) {
p = ro + rd * dist;
float d = map(p, t);
if (d < SURF_DIST) {
hit = true;
break;
}
dist += d;
if (dist > MAX_DIST) break;
}
vec3 col = vec3(0.0);
if (hit) {
vec3 n = getNormal(p, t);
vec3 viewDir = -rd;
// Light setup - brighter for still image
vec3 lightPos = vec3(3.0, 5.0, 3.0);
vec3 lightDir = normalize(lightPos - p);
// Material
vec3 baseColor;
int objID = getObjectID(p, t);
if (objID == 0) {
// Ground - slightly brighter
baseColor = vec3(0.15, 0.18, 0.22);
} else if (objID == 1) {
// Octahedron - iridescent with boosted intensity
float viewAngle = dot(n, viewDir);
baseColor = iridescent(viewAngle, t * 0.5) * 1.5; // Boost
} else {
// Box - brighter gold
baseColor = vec3(1.0, 0.75, 0.4);
}
// Blinn-Phong lighting - boosted
vec3 halfway = normalize(viewDir + lightDir);
float spec = pow(max(0.0, dot(n, halfway)), 32.0);
float diffuse = max(0.0, dot(n, lightDir));
float shadow = getShadow(p + n * 0.02, lightDir, t);
// Ambient + diffuse + specular - higher ambient for visibility
float ambient = 0.35;
col = baseColor * (ambient + diffuse * shadow * 0.8) + vec3(spec * shadow * 0.8);
// Less fog for visibility
float fog = 1.0 - exp(-dist * 0.08);
col = mix(col, vec3(0.1, 0.15, 0.22), fog);
} else {
// Background gradient - brighter
col = vec3(0.1, 0.15, 0.22) * (1.0 - length(uv) * 0.4);
}
// Vignette - less aggressive
float vignette = 1.0 - length(uv) * 0.25;
col *= vignette;
// Output with slight gamma correction
fragColor = vec4(pow(col, vec3(0.9)), 1.0);
}
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