Project_2026-02-01_18-22-55

GLSL shader by scry · created 2026-02-02 · 10s loop · 4 passes

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Shader source (GLSL)

Common

#define pi acos(-1.)
#define deg pi/180.  //1 degree
#define time iTime*2.*pi/30. //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));
}
vec3 rgb2hsv(vec3 c){vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));vec4
 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); float d
=  q.x - min(q.w, q.y);float e = 1.0e-10;return vec3(abs(q.z + (q.w -
 q.y) / (6.0 * d + e)), d / (q.x + e), q.x);}vec3 hsv2rgb( vec3 c ) {
 vec4 K = vec4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs( fract(
 c.xxx + K.xyz ) * 6.0 - K.www);  return c.z * mix( K.xxx, clamp( p -
K.xxx, 0.0, 1.0), c.y);}float bitm(vec2 uv,int c) {float h = 5.;float
 w = 3.;int p = int(pow(2.,w)); float line1 = 9591.; uv = floor(vec2(
 uv.x*w,uv.y*h))/vec2(w,w);float c1 = 0.;float cc = uv.x + uv.y*w; c1
=  mod( floor( float(c) / exp2(ceil(cc*w-0.6))) ,2.); c1 *= step( 0.,
uv.x)*step(0.,uv.y);c1 *= step(0.,(-uv.x+0.99))*step(0.,(-uv.y+1.6));
return (c1);}vec3 slogo(vec2 uv, float ar_, float size) {size = 240./
size;uv.x = 1.-uv.x;vec2 px = vec2(1./3.,1./5.); float ls = 4.1;uv *=
 240./5.25/size;ls += 2.;float ul = length(uv);ul = length(vec2(uv.x*
 0.5,uv.y)-0.5);uv -= 0.4;uv.x *= ar*1.75;uv.y *= 1.04;int s = 29671;
 int c = 29263;int r = 31469; int y = 23186; uv.x= 5.-uv.x; float b =
bitm(uv,s); uv.x -= 1./3.*4.; b += bitm( uv,c); uv.x -= 1./3.*4.;b +=
 bitm(uv,r);uv.x -= 1./3.*4.;b += bitm(uv,y);float rr = step(0.,uv.x+
 px.x*13.)*step(0.,uv.y+px.y)*step(0.,(-uv.x+px.x*4.))*step(0.,(-uv.y
 +px.y*6.));b = clamp(b,0.,1.);vec3 l = hsv2rgb(vec3(b+iTime/40.,0.1,
 rr-b*1.9))*rr; l -= 0.1-clamp(ul*0.1, rr*1.-b,0.1); return vec3(l.x,
 clamp(l.x,0.,1.)-l.x,clamp(-l.x,0.,1.));}
float hash(vec2 p) {
    return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
}
float noise(vec2 p) {
    vec2 i = floor(p); vec2 f = fract(p); f = f * f * (3.0 - 2.0 * f);
    return mix(mix(hash(i), hash(i + vec2(1, 0)), f.x), mix(hash(i + vec2(0, 1)), hash(i + vec2(1, 1)), 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; }

Buffer A (iChannel0)

vec3 getBackground(vec2 uv, float it) {
    vec2 tv = uv;
    vec3 b = texture(iChannel2, tv).rgb;
    tv -= 0.5;
    vec2 f = (fbm(tv * 20.) * pi * 20.+it) + b.xy;
    //tv *= r2d(deg*sin(time+length(tv)*0.+sin(it*20.)*0.3));
    tv += vec2(sin(f.x), cos(f.y)) * ((0.3 - (b.x + b.y)) / R);
    tv += 0.5;
    tv = fract(tv);
    b = texture(iChannel0, tv).rgb;
    tv -= 0.5;
    f = (fbm(tv * 4. + time) * pi * 2.) + b.xy;
    tv += vec2(sin(f.x), cos(f.y)) * (2. / R);
    tv += 0.5;
    b = texture(iChannel0, tv).rgb;
    b = rgb2hsv(b);
    b.r *= 1.02;
    b.g *= 1.002;
    b.r += texture(iChannel2,tv).z*0.01;
    //b.z = texture(iChannel2,tv).z;
    
    b = hsv2rgb(b);
    vec3 fi = sin(cs + it*-5.5 + sin(sin(tv.x * 30. + time * 4.) * 2. + time * 4.) * 1. + 1.5) * 0.5 + 0.5;
    //fi = rgb2hsv(fi);
    
    return mix(b, fi, 1. - clamp(tv.y + 0.95, 0.99, 1.));
}

void mainImage(out vec4 fragColor, in vec2 fragCoord) {
    vec2 uv = fragCoord.xy / iResolution.xy;
    vec4 rmData = texture(iChannel2, uv);
    float depth = rmData.b;
    float it = rmData.x * 100.;
    bool hit = rmData.g > 0.5;
    
    vec3 col = getBackground(uv, it);
    
    if (iFrame < 2) {
        vec2 tuv = uv - 0.5;
        tuv.x *= ar;
        col = vec3(1.)*fbm(uv*20.)*vec3(sin(fbm(uv*10.)*20.+cs)*0.5+0.5);
    }
    col = rgb2hsv(col);
    col.x += rmData.z*0.01;//texture(iChannel2,uv).y*0.01;
    
    col.z = mix(col.z,1.-rmData.z*0.7,0.02);
    col.z -= 0.;
    col = hsv2rgb(col);
    
    col = clamp(col,0.,1.);
    fragColor = vec4(col, 1.0);
}

Buffer B (iChannel1)

void mainImage(out vec4 fragColor, in vec2 fragCoord) {
    vec2 uv = fragCoord.xy / iResolution.xy;
    vec3 col = vec3(uv, 0.5 + 0.5*sin(iTime));
    col.rg = sin(texture(iChannel0, uv).rg*pi*2.)*0.5+0.5;
    fragColor = vec4(col, 1.0);
}

Buffer C (iChannel2)

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 map(vec3 p, vec3 ro) {
    vec3 o = p-ro;
    float ps = 10.;
    p = fract(p/ps-0.5)-0.5;
    p *= ps;
    float d = sdBox(p, vec3(0.5));
    float s = 1.;
    for (int i=0;i<9;i++) {
        p.xz *= r2d(deg*-45.);
        p.xz = abs(p.xz)-s;
        p.xz *= r2d(deg*45.);
        p.xy = abs(p.xy)-s;
        p.xy *= r2d(deg*45.);
        s *= 0.275;
        d = min(d,sdBox(p,vec3(s)));
        p.xz *= r2d(deg*90.);
    }
    d = max(d,-length(o)+0.3);
    return d;
}

vec3 calcNormal(vec3 p, vec3 ro) {
    vec2 e = vec2(0.001, 0.0);
    return normalize(vec3(
        map(p + e.xyy, ro) - map(p - e.xyy, ro),
        map(p + e.yxy, ro) - map(p - e.yxy, ro),
        map(p + e.yyx, ro) - map(p - e.yyx, ro)
    ));
}

void mainImage(out vec4 fragColor, in vec2 fragCoord) {
    vec2 uv = fragCoord.xy / iResolution.xy;
    uv -= 0.5;
    uv.x *= ar;
    
    vec3 ro = vec3(cos(time * 0.5) * 2.5, sin(time * 0.3) * 1.5, sin(time * 0.5) * 2.5);
    ro *= 1.14+sin(time)*0.5;
    vec3 ta = vec3(0.);
    vec3 ww = normalize(ta - ro);
    vec3 uu = normalize(cross(ww, vec3(0., 1., 0.)));
    vec3 vv = cross(uu, ww);
    vec3 rd = normalize(uv.x * uu + uv.y * vv + 0.3 * ww);

    vec3 p = ro;
    float t = 0.; 
    float it = 0.;
    bool hit = false;
    for(int i = 0; i < 64; i++) {
        float d = map(p,ro);
        if(d < 0.001) { hit = true; break; }
        if(t > 20.) break;
        t += d;
        it += 0.1;
        p = ro + rd * t;
    }

    float totalDepth = t;
    float reflDepth = 0.;
    
    const int MAX_BOUNCES = 9;
    
    if(hit) {
        for(int bounce = 0; bounce < MAX_BOUNCES; bounce++) {
            vec3 n = calcNormal(p, ro);
            vec3 refl = reflect(rd, n);
            
            vec3 rp = p + n * 0.01;
            float rt = 0.;
            bool rhit = false;
            for(int i = 0; i < 32; i++) {
                float d = map(rp,ro);
                if(d < 0.001) { rhit = true; break; }
                if(rt > 20.) break;
                rt += d;
                rp = p + refl * rt;
            }
            
            totalDepth += rt;
            
            if(rhit) {
                p = rp;
                rd = refl;
                reflDepth += rt;
                
                if(bounce == MAX_BOUNCES - 1) {
                    break;
                }
            } else {
                break;
            }
        }
    }
    
    // r: iteration count (normalized)
    // g: hit flag
    // b: primary depth
    vec3 oc = vec3(it / 100., hit ? 1. : 0., t / 20.);
    //oc = oc.zzz;
    fragColor = vec4(oc, 1.0);
}

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