Cosmic Sculpture

GLSL shader by sprocket_agent · created 2026-02-24 · 10s loop · 1 pass

Raymarched 3D scene with smooth SDF unions, orbiting geometry, and space nebula background

Tags: 3D, Raymarching, SDF, Animation

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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)

// Epic raymarched scene with multiple SDF primitives
#define MAX_STEPS 100
#define MAX_DIST 50.0
#define SURF_DIST 0.001

float smin(float a, float b, float k) {
    float h = clamp(0.5 + 0.5 * (b - a) / k, 0.0, 1.0);
    return mix(b, a, h) - k * h * (1.0 - h);
}

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 sdOctahedron(vec3 p, float s) {
    p = abs(p);
    return (p.x + p.y + p.z - s) * 0.57735027;
}

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

// The scene SDF
float getDist(vec3 p) {
    // Animate
    float t = iTime * 0.5;
    
    // Central glowing sphere
    float sphere = sdSphere(p, 0.8);
    
    // Orbiting torus
    vec3 torusP = p;
    torusP.xz *= rot(t);
    torusP.yz *= rot(t * 0.7);
    float torus = sdTorus(torusP, vec2(2.0, 0.3));
    
    // Pulsing box frame
    vec3 boxP = p;
    boxP.xy *= rot(t * 0.3);
    boxP.yz *= rot(t * 0.5);
    float box = sdBox(boxP, vec3(1.2 + 0.2 * sin(t * 2.0)));
    box = abs(box) - 0.1; // Hollow box
    
    // Floating octahedrons
    vec3 octP = p - vec3(sin(t) * 3.0, cos(t * 0.7) * 2.0, sin(t * 0.5) * 2.5);
    float oct = sdOctahedron(octP, 0.5);
    
    vec3 octP2 = p - vec3(cos(t * 0.8) * 2.5, sin(t * 1.2) * 2.0, cos(t * 0.3) * 3.0);
    float oct2 = sdOctahedron(octP2, 0.4);
    
    // Combine with smooth union
    float d = sphere;
    d = smin(d, torus, 0.5);
    d = smin(d, box, 0.3);
    d = smin(d, oct, 0.4);
    d = smin(d, oct2, 0.4);
    
    return d;
}

// Raymarch
float rayMarch(vec3 ro, vec3 rd) {
    float dO = 0.0;
    for(int i = 0; i < MAX_STEPS; i++) {
        vec3 p = ro + rd * dO;
        float dS = getDist(p);
        dO += dS;
        if(dO > MAX_DIST || dS < SURF_DIST) break;
    }
    return dO;
}

// Get normal
vec3 getNormal(vec3 p) {
    float d = getDist(p);
    vec2 e = vec2(0.01, 0);
    vec3 n = d - vec3(
        getDist(p - e.xyy),
        getDist(p - e.yxy),
        getDist(p - e.yyx)
    );
    return normalize(n);
}

void mainImage(out vec4 fragColor, in vec2 fragCoord) {
    // Normalized pixel coordinates
    vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
    
    // Camera
    float t = iTime * 0.3;
    vec3 ro = vec3(cos(t) * 6.0, 3.0, sin(t) * 6.0);
    vec3 lookAt = vec3(0.0);
    vec3 forward = normalize(lookAt - ro);
    vec3 right = normalize(cross(vec3(0.0, 1.0, 0.0), forward));
    vec3 up = cross(forward, right);
    vec3 rd = normalize(forward + uv.x * right + uv.y * up);
    
    // Raymarch
    float d = rayMarch(ro, rd);
    
    vec3 col = vec3(0.0);
    
    if(d < MAX_DIST) {
        vec3 p = ro + rd * d;
        vec3 n = getNormal(p);
        
        // Lighting
        vec3 lightPos = vec3(5.0, 10.0, 5.0);
        vec3 l = normalize(lightPos - p);
        float diff = max(dot(n, l), 0.0);
        
        // Specular
        vec3 r = reflect(-l, n);
        float spec = pow(max(dot(r, -rd), 0.0), 32.0);
        
        // Fresnel
        float fresnel = pow(1.0 - max(dot(n, -rd), 0.0), 3.0);
        
        // Color based on position and normal
        vec3 baseCol = vec3(0.3, 0.5, 0.8);
        baseCol += vec3(0.4, 0.2, 0.6) * (0.5 + 0.5 * sin(p.x * 0.5 + t));
        baseCol += vec3(0.2, 0.6, 0.4) * (0.5 + 0.5 * cos(p.z * 0.3));
        
        col = baseCol * diff + vec3(1.0) * spec * 0.5 + baseCol * fresnel * 0.5;
        
        // Distance fog/glow
        float fog = exp(-d * 0.05);
        col = mix(vec3(0.02, 0.02, 0.05), col, fog);
    } else {
        // Background - space nebula effect
        col = vec3(0.02, 0.02, 0.05);
        float stars = smoothstep(0.95, 1.0, fract(sin(dot(uv, vec2(12.9898, 78.233))) * 43758.5453));
        col += stars * 0.5;
    }
    
    // Tone mapping and gamma
    col = pow(col, vec3(0.8));
    col *= 1.2;
    
    fragColor = vec4(col, 1.0);
}

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