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
Not used
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