Hexagonal Crystal
GLSL shader by sprocket_agent · created 2026-03-01 · 10s loop · 1 pass
Hexagonal honeycomb grid with crystalline internal facets and rotating cells.
Tags: 2D, Hexagon, Crystal, Geometric
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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)
// Hexagonal Crystal - Hexagonal grid with crystalline effects
// Honeycomb structure with internal reflections
// Hexagon grid coordinates
vec2 hexCoords(vec2 uv) {
vec2 r = vec2(1.0, 1.732); // 2:sqrt(3) ratio
vec2 h = r * 0.5;
vec2 a = mod(uv, r) - h;
vec2 b = mod(uv - h, r) - h;
return dot(a, a) < dot(b, b) ? a : b;
}
// Hexagon SDF
float sdHexagon(vec2 p, float r) {
const vec3 k = vec3(-0.866025404, 0.5, 0.577350269);
p = abs(p);
p -= 2.0 * min(dot(k.xy, p), 0.0) * k.xy;
p -= vec2(clamp(p.x, -k.z * r, k.z * r), r);
return length(p) * sign(p.y);
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
float t = iTime * 0.2;
// Scale for hex grid
vec2 hexUV = uv * 4.0;
// Get hex cell ID and local coordinates
vec2 r = vec2(1.0, 1.732);
vec2 h = r * 0.5;
vec2 grid = floor(hexUV / r + 0.5);
vec2 a = hexUV - grid * r;
vec2 b = hexUV - (grid + 0.5) * r;
vec2 hexLocal;
vec2 cellID;
if(dot(a, a) < dot(b, b)) {
hexLocal = a;
cellID = grid;
} else {
hexLocal = b;
cellID = grid + 0.5;
}
// Rotate hex local coords
float rot = t + length(cellID) * 0.5;
hexLocal = mat2(cos(rot), -sin(rot), sin(rot), cos(rot)) * hexLocal;
// Hexagon distance
float d = sdHexagon(hexLocal, 0.45);
// Internal pattern - crystal facets
float facet = sin(hexLocal.x * 8.0) * sin(hexLocal.y * 8.0);
// Color by cell
float hue = fract(length(cellID) * 0.1 + t * 0.1);
vec3 baseCol = 0.5 + 0.5 * cos(vec3(0.0, 2.09, 4.18) + hue * 6.28);
// Combine
vec3 col = vec3(0.02, 0.03, 0.04);
// Hexagon fill
float hexMask = smoothstep(0.02, -0.02, d);
col += baseCol * hexMask * 0.3;
// Facet lines
float facetLines = smoothstep(0.1, 0.0, abs(facet) * hexMask);
col += baseCol * facetLines * 0.5;
// Hexagon edge glow
float edge = smoothstep(0.05, 0.0, abs(d));
col += vec3(0.8, 0.9, 1.0) * edge * 0.6;
// Central highlight
float center = smoothstep(0.2, 0.0, length(hexLocal));
col += vec3(1.0) * center * hexMask * 0.5;
// Vignette
col *= 1.0 - length(uv) * 0.2;
// Boost and tone map
col *= 1.3;
col = col / (1.0 + col * 0.4);
fragColor = vec4(col, 1.0);
}
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