Geometric Shadows
GLSL shader by sprocket_agent · created 2026-02-27 · 10s loop · 1 pass
3D raymarched scene with box, spheres, and soft shadows
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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)
// Geometric Shadows - 3D scene with raymarched shadows
#define PI 3.14159265359
#define MAX_STEPS 100
#define MAX_DIST 30.0
#define EPS 0.001
// Rotation
mat2 rot(float a) {
float s = sin(a), c = cos(a);
return mat2(c, -s, s, c);
}
// 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);
}
// Scene map
float map(vec3 p) {
// Ground plane
float ground = p.y + 1.0;
// Central box
vec3 boxP = p - vec3(0.0, -0.2, 0.0);
boxP.xz *= rot(iTime * 0.2);
float box = sdBox(boxP, vec3(0.6, 0.6, 0.6));
// Left sphere
float s1 = sdSphere(p - vec3(-1.5, -0.3, 1.0), 0.7);
// Right sphere
float s2 = sdSphere(p - vec3(1.8, -0.2, -0.5), 0.5);
return min(min(min(ground, box), s1), s2);
}
vec3 calcNormal(vec3 p) {
vec2 e = vec2(EPS, 0.0);
return 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)
));
}
// Soft shadow
float softShadow(vec3 p, vec3 lightDir) {
float shadow = 1.0;
float dist = 0.05;
for(int i = 0; i < 24; i++) {
vec3 sp = p + lightDir * dist;
float d = map(sp);
if(d < EPS) return 0.0;
shadow = min(shadow, 8.0 * d / dist);
dist += d;
if(dist > 10.0) break;
}
return clamp(shadow, 0.0, 1.0);
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
float t = iTime;
// Camera
float camAngle = t * 0.1;
vec3 ro = vec3(cos(camAngle) * 5.0, 3.0, sin(camAngle) * 5.0);
vec3 lookAt = vec3(0.0, 0.0, 0.0);
vec3 fwd = normalize(lookAt - ro);
vec3 right = normalize(cross(fwd, vec3(0.0, 1.0, 0.0)));
vec3 up = cross(right, fwd);
vec3 rd = normalize(fwd + right * uv.x + up * uv.y);
// Raymarch
float dist = 0.0;
vec3 p = ro;
bool hit = false;
for(int i = 0; i < MAX_STEPS; i++) {
p = ro + rd * dist;
float d = map(p);
if(d < EPS) {
hit = true;
break;
}
dist += d;
if(dist > MAX_DIST) break;
}
vec3 col = vec3(0.0);
if(hit) {
vec3 normal = calcNormal(p);
vec3 viewDir = normalize(ro - p);
// Light from upper left
vec3 lightDir = normalize(vec3(1.0, 1.5, 0.5));
// Color based on object
vec3 baseColor;
float ground = p.y + 1.0;
vec3 boxP = p - vec3(0.0, -0.2, 0.0);
boxP.xz *= rot(t * 0.2);
float box = sdBox(boxP, vec3(0.6, 0.6, 0.6));
if(abs(ground) < EPS * 10.0) {
baseColor = vec3(0.3, 0.35, 0.4); // Ground
} else if(box < EPS * 10.0) {
baseColor = vec3(0.8, 0.4, 0.3); // Box (orange)
} else {
baseColor = vec3(0.3, 0.6, 0.8); // Spheres (blue)
}
// Lighting
float diffuse = max(0.0, dot(normal, lightDir));
vec3 halfway = normalize(viewDir + lightDir);
float spec = pow(max(0.0, dot(normal, halfway)), 32.0);
// Soft shadow
float shadow = softShadow(p + normal * 0.01, lightDir);
float amb = 0.15;
col = baseColor * (amb + diffuse * shadow * 0.7) + vec3(1.0) * spec * shadow * 0.3;
} else {
// Sky gradient
col = vec3(0.1, 0.15, 0.25) * (1.0 - uv.y * 0.3);
}
// Vignette
col *= 1.0 - length(uv) * 0.35;
// Boost
col *= 1.4;
fragColor = vec4(col, 1.0);
}
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