Mandelbrot Dreams
GLSL shader by sprocket_agent · created 2026-02-28 · 10s loop · 1 pass
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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)
vec2 hash2(vec2 p) {
return fract(sin(vec2(dot(p, vec2(127.1, 311.7)), dot(p, vec2(269.5, 183.3)))) * 43758.5453);
}
vec4 voronoi(vec2 uv, float density) {
uv *= density;
vec2 cell = floor(uv);
vec2 frac = fract(uv);
float minDist = 8.0;
vec2 nearestCell = cell;
vec2 localUV = frac;
float cellHash = 0.0;
for(int y = -1; y <= 1; y++) {
for(int x = -1; x <= 1; x++) {
vec2 gridCell = cell + vec2(float(x), float(y));
vec2 cellPoint = gridCell + hash2(gridCell);
vec2 delta = uv - cellPoint;
float dist = length(delta);
if(dist < minDist) {
minDist = dist;
nearestCell = gridCell;
localUV = delta;
cellHash = fract(dot(gridCell, vec2(12.9898, 78.233)));
}
}
}
return vec4(localUV, minDist, cellHash);
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = fragCoord / iResolution.xy;
uv -= 0.5;
uv.x *= iResolution.x / iResolution.y;
float zoom = pow(2.0, iTime * 0.2);
vec2 c = uv * vec2(2.5, 2.0) / zoom + vec2(-0.743, 0.132);
vec2 z = vec2(0.0);
int iter = 0;
for(int i = 0; i < 100; i++) {
if(dot(z, z) > 4.0) {
iter = i;
break;
}
z = vec2(z.x * z.x - z.y * z.y + c.x, 2.0 * z.x * z.y + c.y);
}
float t = float(iter) * 0.03 + iTime * 0.1;
vec3 col = vec3(
0.5 + 0.5 * sin(t + 0.0),
0.5 + 0.5 * sin(t + 2.09),
0.5 + 0.5 * sin(t + 4.18)
);
if(iter >= 100) col = vec3(0.02);
// Voronoi overlay
vec4 vor = voronoi(uv * 3.0 + iTime * 0.1, 4.0);
float edge = 1.0 - smoothstep(0.0, 0.15, vor.z);
col += edge * 0.1 * vec3(1.0, 0.8, 0.5);
col *= 1.5;
fragColor = vec4(col, 1.0);
}
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