Project_2026-02-12_15-44-03
GLSL shader by merrypranxter · created 2026-02-12 · 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)
// --- THE RECURSIVE HODGE-TYPE MANIFOLD ---
// "THE INFINITE DATA SIPHON" / PROFESSIONAL
// MAXIMALIST LAYERING / TDR-SAFE
#define FREQUENCIES 3.0 // HODGE DECOMPOSITION LAYERS
#define DATA_DENSITY 12.0 // MICRO-GLYPH INTENSITY
#define TWIST 1.618 // GOLDEN RATIO TORSION
#define RADIANCE 1.8
mat2 rot(float a) { return mat2(cos(a), -sin(a), sin(a), cos(a)); }
// 1. THE PSIONIC DATA PALETTE (Professional ACES Tone-Mapping)
// Neon Pink, Bio-Teal, Radioactive Yellow, Void Purple
vec3 siphon_palette(float t) {
vec3 a = vec3(0.5, 0.5, 0.5);
vec3 b = vec3(0.5, 0.5, 0.5);
vec3 c = vec3(2.0, 1.0, 1.2); // Ultra-high spectral frequency
vec3 d = vec3(0.1, 0.33, 0.67);
vec3 col = a + b * cos(6.28318 * (c * t + d + iTime * 0.1));
// Inject "Dirac Sparkle" (White-hot data peaks)
return mix(col, vec3(1.0, 1.0, 1.0), pow(t, 12.0));
}
// 2. THE SIPHON ENGINE (Noncommutative Data Flow)
// Mimics path-equivalences and sheaf conditions
float get_siphon(vec2 p, out float energy) {
float d = 0.0;
float s = 1.0;
energy = 0.0;
for(float i = 0.0; i < 7.0; i++) {
// Space Folding (Topological Mirroring)
p = abs(p) - 0.4;
p *= rot(i * TWIST + iTime * 0.08);
// HODGE DECOMPOSITION FILAMENTS
// harmonic + exact components
float wave = sin(p.x * 6.0 + iTime) * cos(p.y * 6.0 - iTime);
float exact = abs(sin(length(p) * 4.0 - iTime * 2.0));
d += (wave + exact) / s;
// Accumulate Type-Energy for Heatmap (HoTT mapping)
energy += dot(p, p) / s;
p *= 1.4;
s *= 1.4;
}
return d;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
// A. NORMALIZE
vec2 uv = (fragCoord * 2.0 - iResolution.xy) / iResolution.y;
vec2 uv0 = uv;
// B. GENERATE MULTI-DIMENSIONAL DATA
float energy;
float siphon = get_siphon(uv * 0.7, energy);
// C. PROFESSIONAL TEXTURE STACKING
// Layer 1: The Akashic Heatmap (Data Intensity)
vec3 col = siphon_palette(energy * 0.1 + siphon * 0.2);
// Layer 2: Moiré Interference Fringes
// Simulating "protected edge currents" from Quantum Hall logic
float moire = sin(siphon * 20.0 + iTime * 4.0);
col += siphon_palette(moire) * 0.3;
// Layer 3: Anisotropic "Hopper" Specularity (Tech Shine)
float e = 0.004;
float dummy;
float dx = get_siphon(uv + vec2(e, 0.0), dummy) - siphon;
float dy = get_siphon(uv + vec2(0.0, e), dummy) - siphon;
vec3 n = normalize(vec3(dx, dy, 0.04));
float spec = pow(max(dot(n, normalize(vec3(1.0, 1.0, 1.0))), 0.0), 32.0);
col += vec3(1.0) * spec * 0.8;
// D. PROFESSIONAL NOISE (Anisotropic Dark-Matter Grain)
float grain = fract(sin(dot(uv0 * iTime, vec2(12.98, 78.23))) * 43758.54);
col += (grain - 0.5) * 0.04;
// E. ACES TONE MAPPING (The High-End Finish)
col = col * RADIANCE;
col = (col * (2.51 * col + 0.03)) / (col * (2.43 * col + 0.59) + 0.14);
// F. VIGNETTE (Focusing the God-Eye)
col *= 1.3 - length(uv0) * 0.8;
fragColor = vec4(clamp(col, 0.0, 1.0), 1.0);
}
Image
Not used
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