Distorted Coordination 3D

GLSL shader by scry · created 2026-02-13 · 10s loop · 2 passes

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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)

// 3D Raymarched version of log-polar chevron pattern
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 sdChevron3D1(vec3 p, vec2 q, float thick) {
    vec2 p2 = vec2(abs(p.x), p.y);
    vec2 a = p2 - q*clamp(dot(p2,q)/dot(q,q), 0.0, 1.0);
    float d2 = length(a) * sign(p2.y*q.x - p2.x*q.y);
    return length(vec2(abs(d2), p.z)) - thick;
}

float sdChevron3D(vec3 p, vec2 q, float thick) {
    p.x = abs(p.x);
    p.xy *= r2d(deg*45.);
    p.zy *= r2d(deg*45.);
    float d = sdBox(p,vec3(0.09,0.01,0.01));
    
    return d;
}

vec4 map(vec3 p) {
    // Convert xz plane to polar coords (like the 2D version)
    //p.y = abs(p.y)-1.5;
    //p = p/dot(p,p)*2.-0.4;
    //p.xy *= r2d(time);
    vec2 xz = p.xz;
    float r = length(xz);
    float ang = atan(xz.x, xz.y);
    
    // Log-polar mapping (mirrors the 2D: uv = vec2(length-0.5, atan), then log)
    vec2 lp = vec2(log(r), ang);
    
    float gs = 4.5;
    float ug = floor(lp.x * gs - 0.5);
    lp.x = (fract(lp.x * gs - 0.5) - 0.5) / gs;
    
    // Alternate direction per ring
    lp.y *= mod(ug, 2.) * 2. - 1.;
    float s = 10.;
    float ag = ug * pi / 2.;
    float as2 = sin(lp.y - time * 1. + ag) * 1.;
    lp.y -= cos(lp.y - time * 1. + ag) / 1.5;
    p.y += sin(lp.y*3.+time)*r*0.1;
    lp.y /= pi / 2.;
    float gc = lp.y;
    
    s += as2 * 6.;
    
    lp.y = (fract(lp.y * 10.) - 0.5) / s;
    
    // Chevron SDF in the mapped space
    float thick = 0.02;
    vec3 cp = vec3(lp.x, lp.y, p.y); // map y (height) to the extrusion axis
    float d = sdChevron3D(cp, vec2(0.1), thick);
    d = min(d, sdChevron3D(cp + vec3(0., 1./s, 0.), vec2(0.1), thick));
    d = min(d, sdChevron3D(cp - vec3(0., -2./s, 0.), vec2(0.1), thick));
    
    // Store gc and ug for coloring
    //gc = floor(gc + d * 120. + time * 0.);
    d = min(d,-sdBox(p,vec3(12.)));
    return vec4(gc, ug, r, d*(1.-exp(-r*0.7)));
}

vec3 calcNormal(vec3 p) {
    vec2 e = vec2(0.001, 0.0);
    return normalize(vec3(
        map(p + e.xyy).w - map(p - e.xyy).w,
        map(p + e.yxy).w - map(p - e.yxy).w,
        map(p + e.yyx).w - map(p - e.yyx).w
    ));
}

vec2 RM(vec3 ro, vec3 rd) {
    float dO = 0.0;
    float ii = 0.0;
    //rd = rd/dot(rd,rd);
    for (int i = 0; i < 580; i++) {
        vec3 p = ro + rd * dO;
        float dS = map(p).w*0.6;
        dO += dS;
        ii += 1.0*0.6;
        if (dO > 20.0 || dS < 0.001) break;
    }
    return vec2(dO, ii);
}

vec3 c1_3d(vec2 uv) {
    //uv -= 0.5;
    //uv.x *= ar;
    //uv = fract(uv)-0.5;
    //uv = abs(uv);
    // Camera setup - orbit around the scene
    float camAng = time * 0.3;
    float camH = 2.5 + sin(time * 0.5) * 0.5;
    float camR = 3.5;
    vec3 ro = vec3(sin(camAng) * camR, camH, cos(camAng) * camR);
    vec3 target = vec3(0.0, 0.0, 0.0);
    
    vec3 forward = normalize(target - ro);
    vec3 right = normalize(cross(forward, vec3(0., 1., 0.)));
    vec3 up = cross(right, forward);
    vec3 rd = normalize(forward + right * uv.x + up * uv.y);
    
    vec3 col = vec3(0.);
    
    vec3 curRo = ro;
    vec3 curRd = rd;
    float reflWeight = 1.0;
    float metallic = 0.95; // 0.0 = dielectric, 1.0 = full mirror/metal

    for (int bounce = 0; bounce < 3; bounce++) {
        vec2 res = RM(curRo, curRd);
        float t = res.x;
        
        if (t < 20.0) {
            vec3 p = curRo + curRd * t;
            vec4 m = map(p);
            float gc = m.x;
            float ug = m.y;
            
            vec3 n = calcNormal(p);
            
            // Lighting
            vec3 lightDir = normalize(vec3(1., 2., -1.));
            float diff = max(dot(n, lightDir), 0.0);
            float amb = 0.15;
            float spec = pow(max(dot(reflect(-lightDir, n), -curRd), 0.0), 32.0);
            
            // Color matching the 2D version
            vec3 c = vec3(1.0, 0.5, 0.2);
            c = sin(c*3. + time * 0. + ug * pi / 2. + gc * pi) * 0.5 + 0.5;
            
            vec3 surfCol = c * (amb + diff * 0.85) + vec3(1.) * spec * mix(0.3, 1.0, metallic);
            
            // Fog
            surfCol = mix(surfCol, vec3(0.), 1.0 - exp(-0.015 * t * t));
            surfCol += res.y*0.015-0.3;
            // Fresnel-based reflectivity
            float fres = pow(1.0 - max(dot(n, -curRd), 0.0), 3.0);
            float baseRefl = mix(0.05, 0.9, metallic);  // metallic surfaces reflect more at all angles
            float reflAmount = mix(baseRefl, 1.0, fres);
            
            // Metals tint reflections with their albedo color
            vec3 reflTint = mix(vec3(1.0), c, metallic);
            col += reflWeight * (1.0 - reflAmount) * surfCol;
            reflWeight *= reflAmount;
            reflWeight *= mix(1.0, 1.0, metallic); // metals keep energy in reflections
            
            // Setup next bounce
            curRd = reflect(curRd, n);
            curRo = p + n * 0.01;
        } else {
            // Sky / background - metallic surfaces can reflect environment
            col += reflWeight * mix(vec3(0.0), vec3(0.02, 0.03, 0.05), metallic);
            break;
        }
        if (reflWeight < 0.01) break;
    }
    col *= 5.;
    return col;
}

// --- Original 2D version kept for reference ---
float sdChevron(vec2 p, vec2 q) {
    p.x = abs(p.x);
    vec2 a = p - q*clamp(dot(p,q)/dot(q,q), 0.0, 1.0);
    return abs(length(a) * sign(p.y*q.x - p.x*q.y));
}
/*vec3 c1(vec2 uv) {
    uv -= 0.5;
    uv.x *= ar;
    vec3 col = vec3(0.);
    uv *= 1.4;
    uv = vec2(length(uv)-0.5,atan(uv.x,uv.y));
    uv.x = log(uv.x+0.5);
    
    float gs = 4.5;
    float ug = floor(uv.x*gs-0.5);
    uv.x = (fract(uv.x*gs-0.5)-0.5)/gs;
    
    uv.y *= mod(ug,2.)*2.-1.;
    float s = 10.;
    float ag = ug*pi/2.;
    float as = sin(uv.y-time*1.+ag)*1.;
    uv.y -= cos(uv.y-time*1.+ag)/1.5;
    
    uv.y /= pi/2.;
    float gc = uv.y;
    
    s += as*6.;
    
    uv.y = (fract(uv.y*10.)-0.5)/s;
    
    float d = sdChevron(uv, vec2(0.1));
    //gc = floor(d*1.+0.9);
    d = min((d), sdChevron(uv+vec2(0.,1./s),vec2(0.1)));
    d = min((d), sdChevron(uv-vec2(0.,-2./s),vec2(0.1)));
    gc = floor(gc+d*120.+time*0.);
    //col.r += sin(gc*pi/2.)*0.2;
    vec3 c = vec3(1.0, 0.5, 0.2);
    c = sin(c+time*0.+ug*pi/2.+gc*pi)*0.5+0.5;
    col += mix(c, vec3(0.), smoothstep(0.0, 0.01, abs(d)));
    //col += sin(d*20.);
    return col;
}*/

void mainImage(out vec4 fragColor, in vec2 fragCoord) {
    vec2 uv = fragCoord.xy / iResolution.xy;
    
    vec3 col = vec3(0.);
    uv -= 0.5;
    uv.x *= ar;
    uv *= 0.78;
    uv += 0.5;
    //uv.y += 0.125;
    //col = c1_3d(uv);
    for (int i=0;i<8;i++) { // keeping for later
        float ii = float(i);
        float fi = fract(ii/4.+time/pi/2.);
        float f2 = fract(ii/4.+time/pi/2.+0.5);
        float afi = abs(fi-0.5)*2.;
        float af2 = abs(fi-0.5)*2.;
        float nfi = 1.-fi;
        float nf2 = 1.-f2;
        float naf2 = 1.-af2;
        float nafi = 1.-afi;
        vec2 av = uv;
        //av = cos(av);
        nf2 = pow(nf2,5.);
        av += sin(uv.yx*8.+ii*pi/3.)*0.5*pow(nf2,4.);
        //uv -= 0.5;
        //uv *= r2d(deg*45.);
        //uv = abs(uv)-0.5;
        //uv += 0.5;
        av -= 0.5;
        av *= r2d(ii*pi/4.+deg*45.*ii);
        av = av/dot(av,av);
        av += 2.;
        av = av/dot(av,av);
        //av = fract(av*0.1)-0.5;
        //av -= 0.5;
        //av += 0.5;
        av *= r2d(ii*pi/4.+deg*45.*ii);
        av += sin(time/2.+ii*pi/8.)*0.*nf2;
        av = mix(av,uv,0.1);
        //av = av/dot(av,av);
        //uv = abs(uv)-0.1;
        //av = abs(av)-0.5;
        vec3 c = c1_3d(av)*afi*(sin(ii+sin(uv.x*4.+ii)*sin(uv.y*4.+ii)+time)*0.5+0.5)*afi;
        col += c/1.;
    }

    fragColor = vec4(col, 1.0);
}

Image

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