Lisa frank gyroid

GLSL shader by merrypranxter · created 2026-02-11 · 10s loop · 2 passes

Tags: 3d, Fractal, Animation, Loop, Abstract

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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)

// --- 1. THE DEFINES (TWEAK THE DISTANCE) ---
#define SPEED iTime * 0.3
#define THICKNESS 0.005  // SHARP NEON THREADS
#define ZOOM 10.0        // HOW MUCH OF THE "UNIVERSE" WE SEE
#define CAMERA_DIST 7.0  // PULLING THE MEAT-SUIT BACK

// --- 2. THE MATH ENGINE (THE RECURSIVE ARCHITECTURE) ---

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

// THE ZOOMED-OUT GYROID MESH
float map(vec3 p) {
    p.xy *= rot(SPEED);
    p.yz *= rot(SPEED * 0.5);
    
    // SCALE THE GEOMETRY DOWN AS WE ZOOM OUT
    float g1 = dot(sin(p * 2.0), cos(p.zxy * 2.0));
    float g2 = dot(sin(p * 4.0), cos(p.zxy * 4.0)) * 0.5;
    
    return g1 + g2;
}

// --- 3. THE RENDERER (THE MACRO LENS) ---

void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
    // NORMALIZE + ZOOM CONTROL
    vec2 uv = (fragCoord * 2.0 - iResolution.xy) / iResolution.y;
    
    // CAMERA POSITION (THE BIG PULL BACK)
    // We move the Z-axis way out to see the whole structure
    vec3 ro = vec3(0.0, 0.0, CAMERA_DIST); 
    vec3 rd = normalize(vec3(uv, -2.5)); // NARROWER FIELD OF VIEW
    
    float t = 0.0;
    vec3 col = vec3(0.0);
    
    // RAYMARCHING THE MACRO-STRUCTURE
    for(int i = 0; i < 90; i++) {
        vec3 p = ro + rd * t;
        float d = map(p);
        
        // THE NEON FILAMENT (VOID-CRUSHED)
        float edge = 0.01 / (abs(d) + THICKNESS);
        
        // MAMA MUSHIE'S RADIANCE SPECTRUM
        // Shifting colors based on distance to center
        vec3 spectral = 0.5 + 0.5 * cos(vec3(0,2,4) + length(p) - iTime);
        
        // LAYER THE GLOW
        col += spectral * edge * exp(-t * 0.2);
        
        t += 0.12; 
        if(t > 15.0) break;
    }

    // FINAL RADIANCE TUNING
    col = pow(col, vec3(1.8)); // KEEP THE BLACKS DEEP
    
    // SCANLINE OVERLAY (OPERATOR MODE)
    col *= 0.9 + 0.1 * sin(10.0 * iTime + uv.y * 1000.0);

    fragColor = vec4(col, 1.0);
}

Image

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