Project_2026-01-23_11-58-39
GLSL shader by scry · created 2026-01-23 · 20s loop · 2 passes
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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)
//#define patternScale 0.
//#define heightMultiplier -10.2
//#define cameraHeight -12.
//#define lightSpeed 4.
float c1(vec2 uv) {
float col = (0.);
uv = fract(uv*(0.5 + patternScale * 0.02))-0.5;
uv *= 4.;
col += sin((abs(uv)*r2d(deg*45.)).x*2.);
for (int i=0;i<6;i++) {
uv = abs(uv)-0.335;
uv *= r2d(deg*45.);
}
col += sin(uv.x*26.+time*4.+uv.y)*0.1+0.1;
for (int i=0;i<6;i++) {
uv = abs(uv)-0.2;
uv *= r2d(deg*45.);
}
col += sin(uv.x*26.+time*2.+col*2.5)*0.25+0.25;
for (int i=0;i<6;i++) {
uv = abs(uv)-0.04;
uv *= r2d(deg*45.);
}
col += sin(uv.x*26.+time+col*pi)*0.5+0.5;
//col = clamp(col,0.,0.9);
return col;
}
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);
}
// Camera orbiting around box
#define angle time/2.
#define radius 2.0
#define ro vec3(sin(angle) * radius, -0.2 + cameraHeight * 0.02, cos(angle) * radius)
float sdSphere(vec3 p, float r) {
return length(p) - r;
}
#define NUM_SPHERES 8
#define SPHERE_ORBIT_RADIUS 0.6
#define SPHERE_SIZE 0.08
vec4 map(vec3 p) {
//p.z -= 5.;
vec3 o = p-ro;
//for (int i=0;i<4;i++) {
//}
// Log-polar coordinate transform
float r = length(p);
float theta = atan(p.z, p.x);
float phi = atan(length(p.xz), p.y);
p = vec3(log(r), theta, phi);
p.xz *= r2d(deg*90.);
p *= 0.5;
p.x = fract(p.x-0.5)-0.5;
p.y = fract(p.y-0.5)-0.5;
//p.z = fract(p.z-0.5)-0.5;
p = abs(p)-0.32;
p.xz *= r2d(deg*45.);
float a = 0.1+sin(time+r*1.)*0.03;
p.y += a/1.5;
p.z = abs(p.z)-a;
p.xz *= r2d(deg*-45.);
p.xy *= r2d(deg*45.);
//p.z = abs(p.z)-0.2;
p.y = abs(p.y)-a;
p.x = abs(p.x)-a;
p.xy *= r2d(deg*45.);
//p.y = abs(p.y)-0.2;
//p.xz *= r2d(deg*-65.);
//p.yz *= r2d(deg*-55.);
p = abs(p)+a*4.;
float box = sdBox(p, vec3(0.5));
// Sample texture on box surface
vec3 ap = abs(p);
vec2 uv;
if (ap.x > ap.y && ap.x > ap.z) {
uv = p.yz;
} else if (ap.y > ap.z) {
uv = p.xz;
} else {
uv = p.xy;
}
float h = c1(uv) ;
float d = box-(h* (0.01 + heightMultiplier * 0.001+sin(o.y*4.+time)*0.02));
d = max(d,-length(o)+1.);
// Orbiting spheres around camera
float sphereDist = 1e10;
for (int i = 0; i < NUM_SPHERES; i++) {
float sphereAngle = angle + float(i) * (2.0 * pi / float(NUM_SPHERES));
vec3 spherePos = ro + vec3(
sin(sphereAngle) * SPHERE_ORBIT_RADIUS,
sin(sphereAngle * 2.0 + time) * 0.1,
cos(sphereAngle) * SPHERE_ORBIT_RADIUS
);
sphereDist = min(sphereDist, sdSphere(p - spherePos, SPHERE_SIZE));
}
d = min(d, sphereDist);
return vec4(d, uv,h);
}
vec3 calcNormal(vec3 p) {
float eps = 0.001;
vec2 e = vec2(eps, 0.0);
return normalize(vec3(
map(p + e.xyy).x - map(p - e.xyy).x,
map(p + e.yxy).x - map(p - e.yxy).x,
map(p + e.yyx).x - map(p - e.yyx).x
));
}
float shadow(vec3 origin, vec3 lightDir, float maxDist) {
float t = 0.02;
for (int i = 0; i < 32; i++) {
vec3 p = origin + lightDir * t;
float d = map(p).x;
if (d < 0.001) return 0.1;
if (t > maxDist) break;
t += d * 0.5;
}
return 1.0;
}
float raymarch(vec3 origin, vec3 rd) {
float t = 0.0;
for (int i = 0; i < 64; i++) {
vec3 p = origin + rd * t;
float d = map(p).x;
if (d < 0.001 || t > 20.0) break;
t += d * 0.5;
}
return t;
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = fragCoord.xy / iResolution.xy;
uv -= 0.5;
uv.x *= ar;
vec3 target = vec3(0.0, -0.3, 0.);
vec3 forward = normalize(target - 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
vec3 col = vec3(0.0);
vec3 rayOrigin = ro;
vec3 rayDir = rd;
float reflectivity = 1.0;
vec3 lightPos = vec3(sin(-time*(1.3 + lightSpeed * 0.05)) * 1., 0.3, cos(-time*(1. + lightSpeed * 0.05)) * 1.);
float langle = angle+time*lightSpeed;
float lradius = radius*0.8*(sin(-time)*0.5+0.5);
lightPos = vec3(sin(langle) * lradius, -0.2 + cameraHeight * 0.02, cos(langle) * lradius);
//lightPos = ro;
for (int bounce = 0; bounce < 5; bounce++) {
float t = raymarch(rayOrigin, rayDir);
if (t < 20.0) {
vec3 p = rayOrigin + rayDir * t;
vec3 normal = calcNormal(p);
// Lighting
vec3 lightDir = normalize(lightPos - p);
float lightDistance = length(lightPos - p);
float diffuse = max(dot(normal, lightDir), 0.0);
// Shadow
float shadowFactor = shadow(p + normal * 0.02, lightDir, lightDistance);
diffuse *= shadowFactor;
// Color based on position
vec3 surfaceCol = vec3(1.0);
vec3 mp = map(p).yzw;
surfaceCol += sin(mp.z*5.+cs)*0.9+0.2;
surfaceCol = mix(surfaceCol,vec3(1.),sin(p.y+time)*0.5+0.5);
//surfaceCol = vec3(1.);
surfaceCol *= diffuse * (1.0 / (1.0 + lightDistance * lightDistance * 0.5)) + 0.1;
// Accumulate color with reflection falloff
col += surfaceCol * reflectivity * 0.99;
// Setup next bounce
rayOrigin = p + normal * 0.01;
rayDir = reflect(rayDir, normal);
reflectivity *= 0.4;
} else {
// Sky color for missed rays
col += vec3(0.1, 0.15, 0.2) * reflectivity;
break;
}
}
// Draw the point light itself
//vec3 lightPos = vec3(sin(-time*(1.3 + lightSpeed * 0.05)) * 1., -0.5, cos(-time*(1. + lightSpeed * 0.05)) * 1.);
vec3 lightRay = lightPos - ro;
float lightT = dot(lightRay, rd);
if (lightT > 0.0) {
float lightDist = length(lightRay - rd * lightT);
float lightGlow = 0.02 / (lightDist + 0.01);
float occlusionT = raymarch(ro, rd);
if (occlusionT > lightT) {
col += vec3(1.0, 0.9, 0.7) * lightGlow*0.8;
}
}
fragColor = vec4(col, 1.0);
}
Image
Not used
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