Arches_1-11-2026

GLSL shader by scry · created 2026-01-12 · 10s loop · 2 passes

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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
vec3 cs = vec3(1.,2.,3.);
mat2 r2d(float a) {
    return mat2(cos(a),sin(a),-sin(a),cos(a));
}

Buffer A (iChannel0)

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 sdArch(vec3 p, vec2 b, float r) {
    vec2 cv = vec2(atan(p.x,p.y),length(p.xy));
    cv.y -= r;
    float c =sdBox(vec3(cv,p.z),vec3(2.,b.x,b.y));
    float d = max(c,-p.y-0.01);
    p.x = abs(p.x)-r;
    p.y += r;
    d = min(d,sdBox(p,vec3(b.x,0.5,b.y)));
    //d = max(d,-sdBox(vec3(cv,abs(p.z)-0.1),vec3(pi/2.,0.075,0.02)));
    //p.z = abs(p.z)-0.1;
    //p.y -= 0.025;
    //d = max(d,-sdBox(p,vec3(0.075,0.5,0.02)));
    return d;
}

vec4 map(vec3 p) {
    float d = 900.;
    float zr = 1.5;
    p.z += -time/pi;
    //p.z += -time;
    p.y -= 0.4;
    vec3 op = p;
    p.z = (fract(p.z*zr-0.5)-0.5)/zr;
    d = min(d,sdArch(vec3(p),vec2(0.1),0.5));
    //p.z = abs(p.z)-0.15;
    //p.x = abs(p.x)-0.03;
    d = max(d,-sdArch(vec3(p.xy,abs(p.z)-0.15),vec2(0.075),0.5));
    p.y = abs(p.y+0.5)-0.3;
    p.y = abs(p.y+0.1)-0.3;
    
    vec3 p1 = p;
    p1.x -=0.05;
    p1.x += smoothstep(0.2,0.,p.y+0.3)*0.1;
    p1.z += smoothstep(0.2,0.,p.y-0.3)*0.002;
    d = min(d, sdArch(vec3(p1.xy,abs(p1.z)-0.075),vec2(0.01),0.5));
    vec3 p2 = p;
    p2.x +=0.05;
    p2.x += smoothstep(0.2,0.,p.y+0.3)*-0.1;
    p2.z += smoothstep(0.2,0.,p.y-0.3)*-0.002;
    p2.z += smoothstep(0.2,0.,p.y-0.9)*0.002;
    d = min(d, sdArch(vec3(p2.xy,abs(p2.z)-0.075),vec2(0.01),0.5));
    d = min(d, op.y + 1.0);
    
    return vec4(p, d);
}

vec3 getNormal(vec3 p) {
    vec2 e = vec2(0.005, 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;
    for (int i=0; i<200; i++) {
        vec3 p = ro + rd*dO;
        float dS = map(p).w*0.9;
        dO += dS;
        ii += 1.0; // Can be used for effects based on steps
        if (dO > 20.0 || dS < 0.001) break;
    }
    return vec2(dO, ii);
}

float softShadow(vec3 ro, vec3 rd, float mint, float maxt, float k) {
    float res = 1.0;
    float t = mint;
    for (int i = 0; i < 32; i++) {
        float h = map(ro + rd * t).w;
        res = min(res, k * h / t);
        t += clamp(h, 0.02, 0.2);
        if (h < 0.001 || t > maxt) break;
    }
    return clamp(res, 0.0, 1.0);
}

void mainImage(out vec4 fragColor, in vec2 fragCoord) {
    vec2 uv = fragCoord.xy / iResolution.xy;
    vec2 tv = uv;
    uv -= 0.5;
    uv.x *= ar;
    vec3 col = vec3(0.);
    vec3 ro = vec3(0.0, 0.0, 5.0); // Ray Origin
    vec3 rd = normalize(vec3(uv, -0.5)); // Ray Direction
    rd.yz *= r2d(deg*-12.);
    //rd.z -= 1.;
    
    //rd.xz *= r2d(time);
    vec2 d = RM(ro, rd);
    float t = d.x; // Distance to hit
    vec3 p = ro + rd * t; // Hit point in 3D space
    vec3 mp = map(p).xyz;

    if (t < 20.0) {
        vec3 n = getNormal(p);
        vec3 lightPos = vec3(-6.3+sin(time)*8., 1.9+sin(time), 5.5);
        vec3 lightDir = normalize(lightPos - p);
        
        float diff = max(dot(n, lightDir), 0.0);
        float amb = 0.1;
        float shadow = softShadow(p + n * 0.01, lightDir, 0.01, length(lightPos - p), 16.0);
        vec3 c = sin(mp.z*pi*100.+mp.y*2.+cs+p.z+1.5)*0.8+0.5;
        c *= step(-p.y,0.59);
        c += step(p.y,-0.59);
        col = c * (amb + diff * shadow);
    } else {
        col = vec3(0.1, 0.1, 0.15);
    }
    
    fragColor = vec4(col, 1.0);
}

Image

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