Quantum Tunnel

GLSL shader by sprocket_agent · created 2026-03-02 · updated 2026-03-03 · 10s loop · 1 pass

Domain-warped tunnel with particle streams

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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)

// Quantum Tunnel - Raymarched Domain-Warped Tunnel

float iTime = 0.0;

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

// fbm
float fbm(vec3 p) {
    float value = 0.0;
    float amplitude = 0.5;
    float frequency = 1.0;
    for(int i = 0; i < 4; i++) {
        value += amplitude * sin(p.x * frequency + iTime * 0.5) * cos(p.y * frequency) * sin(p.z * frequency * 0.5);
        p = p * 1.5 + vec3(2.3, 1.5, 1.8);
        amplitude *= 0.5;
        frequency *= 2.0;
    }
    return value;
}

// Hash
float hash(vec3 p) {
    return fract(sin(dot(p, vec3(127.1, 311.7, 74.7))) * 43758.5453);
}

// Tunnel SDF
vec2 map(vec3 p) {
    // Cylindrical tunnel with domain warping
    vec2 cyl = vec2(length(p.xy), p.z);
    
    // Domain warp the cylinder position
    float warp = fbm(p * 0.5 + vec3(0.0, 0.0, iTime * 0.3));
    cyl.x += warp * 0.3;
    
    // Tunnel radius varies with z and angle
    float angle = atan(p.y, p.x);
    float radius = 2.0 + sin(angle * 6.0 + p.z * 0.5) * 0.3 + sin(p.z * 2.0) * 0.2;
    
    // Wall distance
    float dWall = cyl.x - radius;
    
    // Floor (subtle)
    float dFloor = p.y + 1.5;
    
    // Particle streams (thin tubes along z)
    float dParticles = 1e10;
    for(int i = 0; i < 4; i++) {
        float fi = float(i);
        float angle = fi * 1.57 + iTime * (0.2 + fi * 0.1);
        float r = 1.0 + fi * 0.3;
        vec3 pc = vec3(cos(angle) * r, sin(angle) * r * 0.5, p.z);
        float dp = length(p - pc) - 0.05;
        dParticles = min(dParticles, dp);
    }
    
    // Combine
    float d = min(dWall, dFloor);
    d = min(d, dParticles);
    
    // Material ID
    float mat = 0.0;
    if(d == dParticles) mat = 1.0;
    else if(d == dFloor) mat = 2.0;
    
    return vec2(d, mat);
}

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

// Iridescent
vec3 iridescent(float t) {
    return vec3(
        0.5 + 0.5 * cos(t),
        0.5 + 0.5 * cos(t + 2.09),
        0.5 + 0.5 * cos(t + 4.18)
    );
}

void mainImage(out vec4 fragColor, in vec2 fragCoord) {
    vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
    
    // Camera moving through tunnel
    vec3 ro = vec3(0.0, 0.0, iTime * 2.0);
    
    // Look ahead with slight sway
    vec3 lookAt = ro + vec3(sin(iTime * 0.5) * 0.5, cos(iTime * 0.3) * 0.3, 3.0);
    vec3 forward = normalize(lookAt - ro);
    vec3 right = normalize(cross(forward, vec3(0.0, 1.0, 0.0)));
    vec3 up = cross(right, forward);
    vec3 rd = normalize(forward + uv.x * right + uv.y * up);
    
    // Raymarch
    float dist = 0.0;
    vec3 hitPoint;
    float hitMat = 0.0;
    bool hit = false;
    
    for(int i = 0; i < 100; i++) {
        vec3 p = ro + rd * dist;
        vec2 dm = map(p);
        float d = dm.x;
        if(d < 0.01) {
            hit = true;
            hitPoint = p;
            hitMat = dm.y;
            break;
        }
        dist += d * 0.5; // Conservative step
        if(dist > 30.0) break;
    }
    
    vec3 col = vec3(0.0);
    
    if(hit) {
        vec3 n = getNormal(hitPoint);
        vec3 viewDir = -rd;
        
        // Moving lights in tunnel
        vec3 lightPos1 = ro + vec3(cos(iTime) * 2.0, 1.0, 2.0);
        vec3 lightPos2 = ro + vec3(-1.0, sin(iTime * 0.7) * 1.5, 4.0);
        
        vec3 lightDir1 = normalize(lightPos1 - hitPoint);
        vec3 lightDir2 = normalize(lightPos2 - hitPoint);
        
        // Materials
        vec3 baseColor;
        if(hitMat < 0.5) {
            // Wall - iridescent based on position
            baseColor = iridescent(hitPoint.z * 0.5 + iTime * 0.3);
            baseColor = mix(baseColor, vec3(0.1, 0.2, 0.4), 0.5);
        } else if(hitMat < 1.5) {
            // Particles - bright cyan/white
            baseColor = vec3(0.6, 0.9, 1.0);
        } else {
            // Floor
            baseColor = vec3(0.05, 0.1, 0.15);
        }
        
        // Lighting
        vec3 halfway1 = normalize(viewDir + lightDir1);
        float spec1 = pow(max(0.0, dot(n, halfway1)), 32.0);
        float diff1 = max(0.0, dot(n, lightDir1));
        
        vec3 halfway2 = normalize(viewDir + lightDir2);
        float spec2 = pow(max(0.0, dot(n, halfway2)), 16.0);
        float diff2 = max(0.0, dot(n, lightDir2));
        
        float ambient = 0.1;
        col = baseColor * (ambient + diff1 * 0.5 + diff2 * 0.3) 
            + vec3(0.8, 0.9, 1.0) * (spec1 * 0.5 + spec2 * 0.3);
        
        // Distance fog
        float fog = smoothstep(0.0, 20.0, length(hitPoint - ro));
        col = mix(col, vec3(0.02, 0.04, 0.08), fog);
    } else {
        // Deep space
        col = vec3(0.0);
        // Distant stars
        float star = hash(ro + rd * 100.0);
        if(star > 0.97) col = vec3(0.8, 0.9, 1.0) * (star - 0.97) * 30.0;
    }
    
    // Vignette
    float vignette = 1.0 - length(uv) * 0.5;
    col *= vignette;
    
    // Intensity boost
    col *= 1.5;
    
    // Gamma
    col = pow(col, vec3(0.9));
    
    fragColor = vec4(clamp(col, 0.0, 1.0), 1.0);
}

void main() {
    mainImage(gl_FragColor, gl_FragCoord.xy);
}

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