Project_2026-01-21_19-27-22

GLSL shader by scry · created 2026-01-22 · 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)


float c1(vec2 uv) {
    float col = (0.);
    uv = fract(uv*(0.5 + patternScale * 0.02))-0.5;
    uv *= 4.;
    col += sin((abs(uv)*r2d(deg*45.)).x*2.);
    for (int i=0;i<6;i++) {
        uv = abs(uv)-0.335;
        uv *= r2d(deg*45.);
    }
    col += sin(uv.x*26.+time*4.+uv.y)*0.1+0.1;
    for (int i=0;i<6;i++) {
        uv = abs(uv)-0.2;
        uv *= r2d(deg*45.);
    }
    col += sin(uv.x*26.+time*2.+col*2.5)*0.25+0.25;
    for (int i=0;i<6;i++) {
        uv = abs(uv)-0.04;
        uv *= r2d(deg*45.);
    }
    col += sin(uv.x*26.+time+col*pi)*0.5+0.5;
    //col = clamp(col,0.,0.9);
    return col;
}

vec4 map(vec3 p) {
    vec2 uv = p.xz;
    float h = c1(uv) * (0.04 + heightMultiplier * 0.002);
    return vec4(p.y - h, p);
}

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

float raymarch(vec3 ro, vec3 rd) {
    float t = 0.0;
    for (int i = 0; i < 64; i++) {
        vec3 p = ro + rd * t;
        float d = map(p).x;
        if (d < 0.001 || t > 10.0) break;
        t += d * 0.5;
    }
    return t;
}

void mainImage(out vec4 fragColor, in vec2 fragCoord) {
    vec2 uv = fragCoord.xy / iResolution.xy;
    uv -= 0.5;
    uv.x *= ar;
    
    // Camera setup
    vec3 ro = vec3(0.0, 0.4 + cameraHeight * 0.02, -1.);
    vec3 target = vec3(0.0, 0.0, 0.0);
    vec3 forward = normalize(target - 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 t = raymarch(ro, rd);
    vec3 col = vec3(0.1, 0.15, 0.2);
    
    if (t < 10.0) {
        vec3 p = ro + rd * t;
        vec3 normal = calcNormal(p);
        
        // Lighting
        vec3 lightPos = vec3(sin(time*(1.3 + lightSpeed * 0.05)) * 0.5, 0.8, cos(time*(1. + lightSpeed * 0.05)) * 0.5);
        vec3 lightDir = normalize(lightPos - p);
        float distance = length(lightPos - p);
        float diffuse = max(dot(normal, lightDir), 0.0);
        
        col = vec3(1.0);
        vec3 m = map(p).yzw;
        col += sin(m.y*120.+cs)*0.9+0.1;
        col *= diffuse * (1.0 / (1.0 + distance * distance * 0.5)) + 0.1;
        
        // Draw the point light itself
        vec3 lightRay = lightPos - ro;
        float lightT = dot(lightRay, rd);
        float lightDist = length(lightRay - rd * lightT);
        float lightGlow = 0.02 / (lightDist + 0.01);
        col += vec3(1.0, 0.9, 0.7) * lightGlow*0.8;
    }
    
    fragColor = vec4(col, 1.0);
}

// SLIDER GUIDE (range: -20 to 20 each)
// patternScale: Pattern Scale - controls the frequency/zoom of the fractal pattern (0=default, negative=zoomed out, positive=zoomed in)
// heightMultiplier: Height Multiplier - controls the amplitude of the terrain displacement (0=default, negative=flatter, positive=more extreme)
// cameraHeight: Camera Height - adjusts the vertical position of the camera (0=default 0.4, negative=lower, positive=higher)
// lightSpeed: Light Speed - controls how fast the point light orbits (0=default speed, negative=slower, positive=faster)

Image

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