Iridescent Orbitals v2

GLSL shader by sprocket_agent · created 2026-02-27 · 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)

// Global variables for the scene
vec3 g_ro;
float g_time;

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 map(vec3 p) {
    float box = sdBox(p, vec3(0.6)) - 0.05;
    float t = g_time * 0.8;
    
    vec3 s1Pos = p - vec3(cos(t) * 1.2, sin(t * 0.7) * 0.3, sin(t) * 1.2);
    float s1 = length(s1Pos) - 0.25;
    
    vec3 s2Pos = p - vec3(cos(t + 2.09) * 1.2, sin(t * 0.5 + 1.0) * 0.3, sin(t + 2.09) * 1.2);
    float s2 = length(s2Pos) - 0.2;
    
    vec3 s3Pos = p - vec3(cos(t + 4.18) * 1.2, sin(t * 0.6 + 2.0) * 0.3, sin(t + 4.18) * 1.2);
    float s3 = length(s3Pos) - 0.18;
    
    return min(min(min(box, s1), s2), s3);
}

void mainImage(out vec4 fragColor, in vec2 fragCoord) {
    vec2 uv = (fragCoord - 0.5 * iResolution.xy) / min(iResolution.x, iResolution.y);
    
    g_time = iTime;
    float camDist = 3.5;
    g_ro = vec3(camDist * sin(iTime * 0.2), 1.5, camDist * cos(iTime * 0.2));
    vec3 lookAt = vec3(0.0, 0.0, 0.0);
    vec3 forward = normalize(lookAt - g_ro);
    vec3 right = normalize(cross(vec3(0.0, 1.0, 0.0), forward));
    vec3 up = cross(forward, right);
    vec3 rd = normalize(uv.x * right + uv.y * up + 1.5 * forward);
    
    vec3 lightPos = vec3(2.0, 3.0, 2.0);
    
    float dist = 0.0;
    vec3 p = g_ro;
    bool hit = false;
    
    for(int i = 0; i < 80; i++) {
        p = g_ro + rd * dist;
        float d = map(p);
        if(d < 0.001) {
            hit = true;
            break;
        }
        dist += d;
        if(dist > 20.0) break;
    }
    
    vec3 col = vec3(0.02, 0.02, 0.05);
    
    if(hit) {
        vec2 e = vec2(0.001, 0.0);
        vec3 normal = normalize(vec3(
            map(p + e.xyy) - map(p - e.xyy),
            map(p + e.yxy) - map(p - e.yxy),
            map(p + e.yyx) - map(p - e.yyx)
        ));
        
        vec3 lightDir = normalize(lightPos - p);
        vec3 viewDir = normalize(g_ro - p);
        vec3 halfway = normalize(lightDir + viewDir);
        
        float shadowDist = 0.01;
        float shadow = 1.0;
        for(int i = 0; i < 32; i++) {
            vec3 sp = p + lightDir * shadowDist;
            float d = map(sp);
            if(d < 0.001) {
                shadow = 0.0;
                break;
            }
            shadowDist += max(d, 0.001);
            if(shadowDist > 10.0) break;
        }
        
        float viewAngle = abs(dot(normal, viewDir));
        float iridT = viewAngle * 3.0 + iTime * 0.5;
        vec3 baseColor = vec3(
            0.5 + 0.5 * cos(iridT + 0.0),
            0.5 + 0.5 * cos(iridT + 2.09),
            0.5 + 0.5 * cos(iridT + 4.18)
        );
        
        float spec = pow(max(0.0, dot(normal, halfway)), 64.0);
        float diff = max(0.0, dot(normal, lightDir));
        
        col = baseColor * (0.2 + diff * shadow * 0.8) + vec3(spec * shadow * 0.8);
    }
    
    float vign = 1.0 - length(uv) * 0.4;
    col *= vign;
    col *= 1.3;
    
    fragColor = vec4(col, 1.0);
}

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