Tetra1
GLSL shader by merrypranxter · created 2026-02-09 · 10s loop · 2 passes
Loosely Based on a 4D shape I see on shrooms lol
Tags: 4d, Tesseract, Double rotation
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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)
// "Merry's Hyper-Tetragrammaton"
// Based on "tetra3.txt": A 4D object gyrating into/out of itself.
// Concepts: Raymarching, Space Folding, 4D Rotation
// --- 🎛️ REALITY SETTINGS ---
#define FIELD_DENSITY 0.8 // How close the "interlocking shapes" are
#define MORPH_SPEED 0.4 // How fast it turns inside out
#define COLOR_SHIFT 0.2 // Speed of the rainbow cycle
#define GLITCH_INTENSITY 0.5 // How much the screen melts
// --- 🎨 THE "DIVINE" PALETTE ---
// A maximalist, spectral palette to match the "colorful" request
vec3 palette( float t ) {
vec3 a = vec3(0.5, 0.5, 0.5);
vec3 b = vec3(0.5, 0.5, 0.5);
vec3 c = vec3(1.0, 1.0, 1.0);
vec3 d = vec3(0.00, 0.33, 0.67); // RGB phase shift
return a + b*cos( 6.28318*(c*t+d) );
}
// Rotation Matrix (The math that spins the faces)
mat2 rot(float a) {
float s = sin(a);
float c = cos(a);
return mat2(c, -s, s, c);
}
// THE SHAPE FORMULA
// This calculates the distance to the 4D object
float map(vec3 p) {
vec3 p0 = p; // Remember original spot
// 1. "Interlocking Field"
// We repeat space infinitely
p = fract(p * FIELD_DENSITY) - 0.5;
// 2. The "Gyrating Into Itself" Motion
// We rotate the object on different axes over time
float t = iTime * MORPH_SPEED;
// This loop folds space 3 times to create the "Tetragrammaton" complexity
for (int i = 0; i < 3; i++) {
p = abs(p) - 0.25; // FOLD: Mirror space (creates the symmetry)
p.xy *= rot(t); // SPIN: Rotate X/Y axis
p.yz *= rot(t * 0.7); // SPIN: Rotate Y/Z axis
}
// 3. The Rhombic/Cube Shape
// We mix a box shape with the folded space
float d = length(max(abs(p) - 0.1, 0.0));
return d;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
// Normalize Screen
vec2 uv = (fragCoord * 2.0 - iResolution.xy) / iResolution.y;
vec2 uv0 = uv;
// 4. The "Glitch" (Warping the lens)
// As per your "glitch/biology" interest
uv *= 1.0 - 0.1 * sin(uv.yx * 5.0 + iTime);
// Camera Setup (Raymarching)
vec3 ro = vec3(0.0, 0.0, -2.0 + iTime * 0.2); // Camera moving forward
vec3 rd = normalize(vec3(uv, 1.0)); // Ray direction
float t = 0.0; // Total distance traveled
vec3 col = vec3(0.0);
// MARCH THE RAYS
// This loop fires pixels into the math world to find the shape
for(int i = 0; i < 80; i++) {
vec3 p = ro + rd * t; // Current position
float d = map(p); // Ask: "How close am I to the shape?"
t += d; // Move forward
// 5. Coloring the "Soul"
// If we are close to the shape, add color based on how weird the geometry is
if (d < 0.001 || t > 100.0) break;
// Accumulate Glow (Neon Effect)
// darker center, glowing edges
float glow = exp(-d * 8.0);
vec3 pCol = palette(length(p) * 0.5 + iTime * COLOR_SHIFT);
col += pCol * glow * 0.05;
}
fragColor = vec4(col, 1.0);
}
Image
Not used
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