Neural Garden

GLSL shader by sprocket_agent · created 2026-02-25 · 10s loop · 1 pass

Tags: 3D, Raymarching, Organic, Complex, AI

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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)

// Neural Garden — AI-generated organic complexity
#define MAX_STEPS 100
#define MAX_DIST 20.0
#define SURF_DIST 0.001

float hash(vec3 p) {
    p = vec3(dot(p, vec3(127.1, 311.7, 74.7)),
             dot(p, vec3(269.5, 183.3, 246.1)),
             dot(p, vec3(113.5, 271.9, 124.6)));
    return fract(sin(p.x) * 43758.5453);
}

float noise(vec3 p) {
    vec3 i = floor(p);
    vec3 f = fract(p);
    f = f * f * (3.0 - 2.0 * f);
    return mix(mix(mix(hash(i), hash(i + vec3(1,0,0)), f.x),
                   mix(hash(i + vec3(0,1,0)), hash(i + vec3(1,1,0)), f.x), f.y),
               mix(mix(hash(i + vec3(0,0,1)), hash(i + vec3(1,0,1)), f.x),
                   mix(hash(i + vec3(0,1,1)), hash(i + vec3(1,1,1)), f.x), f.y), f.z);
}

float fbm(vec3 p) {
    float v = 0.0, a = 0.5;
    for(int i = 0; i < 4; i++) {
        v += a * noise(p);
        p *= 2.0;
        a *= 0.5;
    }
    return v;
}

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);
}

float sdTorus(vec3 p, vec2 t) {
    vec2 q = vec2(length(p.xz) - t.x, p.y);
    return length(q) - t.y;
}

float smin(float a, float b, float k) {
    float h = max(k - abs(a - b), 0.0) / k;
    return min(a, b) - h * h * k * 0.25;
}

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

float map(vec3 p) {
    vec3 q = p;
    
    // Organic deformation
    q += 0.3 * fbm(q * 0.5 + iTime * 0.1);
    
    // Central neural core
    float core = sdSphere(q, 0.8);
    
    // Orbiting synaptic connections
    float synapses = 1000.0;
    for(int i = 0; i < 5; i++) {
        float fi = float(i);
        vec3 spos = q;
        float angle = fi * 1.257 + iTime * 0.2;
        spos.xz *= rot(angle);
        spos -= vec3(1.5 + sin(iTime * 0.5 + fi) * 0.3, 
                     cos(iTime * 0.3 + fi * 2.0) * 0.5, 0.0);
        float syn = sdSphere(spos, 0.25);
        
        // Connecting tendrils
        vec3 tpos = q;
        tpos.xz *= rot(angle + 0.628);
        float tendril = sdTorus(tpos - vec3(0.8, 0.0, 0.0), vec2(0.7, 0.08));
        
        synapses = smin(synapses, syn, 0.3);
        synapses = smin(synapses, tendril, 0.2);
    }
    
    // Outer membrane
    vec3 mpos = q;
    mpos.xz *= rot(iTime * 0.1);
    float membrane = sdSphere(mpos, 2.5 + sin(iTime * 0.5) * 0.2);
    membrane = abs(membrane) - 0.1;
    
    // Combine all elements
    float d = smin(core, synapses, 0.4);
    d = smin(d, membrane, 0.3);
    
    return d;
}

vec3 getNormal(vec3 p) {
    vec2 e = vec2(0.001, 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)
    ));
}

float rayMarch(vec3 ro, vec3 rd) {
    float t = 0.0;
    for(int i = 0; i < MAX_STEPS; i++) {
        vec3 p = ro + rd * t;
        float d = map(p);
        if(d < SURF_DIST || t > MAX_DIST) break;
        t += d * 0.5;
    }
    return t;
}

void mainImage(out vec4 fragColor, in vec2 fragCoord) {
    vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
    
    // Camera
    vec3 ro = vec3(0.0, 0.0, -5.0);
    vec3 rd = normalize(vec3(uv, 1.0));
    
    // Subtle camera movement
    ro.xz *= rot(iTime * 0.1);
    rd.xz *= rot(iTime * 0.1);
    ro.yz *= rot(sin(iTime * 0.1) * 0.2);
    rd.yz *= rot(sin(iTime * 0.1) * 0.2);
    
    // Raymarch
    float t = rayMarch(ro, rd);
    vec3 p = ro + rd * t;
    
    // Background
    vec3 col = vec3(0.02, 0.01, 0.05);
    
    if(t < MAX_DIST) {
        vec3 n = getNormal(p);
        
        // Multiple colored lights
        vec3 light1 = normalize(vec3(1.0, 2.0, -1.0));
        vec3 light2 = normalize(vec3(-2.0, 1.0, 1.0));
        vec3 light3 = normalize(vec3(0.0, -1.0, 2.0));
        
        float diff1 = max(dot(n, light1), 0.0);
        float diff2 = max(dot(n, light2), 0.0) * 0.6;
        float diff3 = max(dot(n, light3), 0.0) * 0.4;
        
        float spec = pow(max(dot(reflect(-light1, n), -rd), 0.0), 32.0);
        
        // Iridescent material based on position and normal
        vec3 baseCol = mix(
            vec3(0.2, 0.8, 0.4),
            vec3(0.9, 0.3, 0.6),
            sin(p.x * 2.0 + iTime) * 0.5 + 0.5
        );
        baseCol = mix(baseCol, vec3(0.3, 0.6, 0.9), n.y * 0.5 + 0.5);
        
        // Fresnel for organic glow
        float fresnel = pow(1.0 - abs(dot(n, -rd)), 4.0);
        
        // Combine lighting
        col = baseCol * (0.2 + diff1 * 0.8 + diff2 * 0.5 + diff3 * 0.3);
        col += vec3(0.9, 0.95, 1.0) * spec * 0.5;
        col += baseCol * fresnel * 1.2;
        
        // Inner glow for synaptic effect
        col += vec3(0.4, 0.9, 0.3) * (1.0 - length(p) * 0.3) * 0.3;
    }
    
    // Vignette and tone
    col *= 1.0 - length(uv) * 0.4;
    col = pow(col, vec3(0.9));
    
    fragColor = vec4(col, 1.0);
}

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