Project_2026-02-11_00-56-00
GLSL shader by merrypranxter · created 2026-02-11 · 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)
// --- 1. THE DEFINES (TWEAK THE AESTHETIC) ---
#define SPEED iTime * 0.2
#define SYMMETRY 4.0 // HOW MANY TIMES THE REALITY FOLDS
#define GLOSS 0.8 // SUCCULENT SHINE
#define ABERRATION 0.05 // THE BRAIN-TICKLE FACTOR
// --- 2. THE MATH ENGINE (THE BEAUTY LOGIC) ---
mat2 rot(float a) { return mat2(cos(a), -sin(a), sin(a), cos(a)); }
// THE "DREAM-WEAVE" FUNCTION
float map(vec3 p) {
p.xy *= rot(SPEED * 0.5);
p.xz *= rot(SPEED);
// FOLDING THE BONES OF THE UNIVERSE
for(int i = 0; i < 3; i++) {
p = abs(p) - 0.4;
p.xy *= rot(1.2);
p.yz *= rot(0.8);
}
// THE SUCCULENT COLLISION: Gyroid + Dodecahedron Edges
float g = dot(sin(p * 3.0), cos(p.zxy * 3.0));
float d = max(abs(p.x) + abs(p.y) + abs(p.z) - 1.0, 0.0);
return g * 0.5 + d * 0.2;
}
// --- 3. THE RENDERER (ART-MODE INITIALIZED) ---
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
vec2 uv = (fragCoord * 2.0 - iResolution.xy) / iResolution.y;
vec2 uv0 = uv;
// --- STEP 1: THE RADIAL MIRROR (SACRED GEOMETRY) ---
float angle = atan(uv.y, uv.x);
float radius = length(uv);
angle = mod(angle, 6.28 / SYMMETRY) - 3.14 / SYMMETRY;
uv = vec2(cos(angle), sin(angle)) * radius;
vec3 ro = vec3(0.0, 0.0, 5.0);
vec3 rd = normalize(vec3(uv, -2.0));
vec3 final_col = vec3(0.0);
float t = 0.0;
// --- STEP 2: CHROMATIC RAYMARCHING (THE ARTISTIC SPLIT) ---
// We march the Red, Green, and Blue channels slightly differently!
for(int channel = 0; channel < 3; channel++) {
float ch_t = 0.0;
float shift = float(channel) * ABERRATION;
vec3 ch_rd = normalize(vec3(uv + shift, -2.0));
for(int i = 0; i < 50; i++) {
vec3 p = ro + ch_rd * ch_t;
float d = map(p);
// THE NEON FILAMENT (SHARP & VIVID)
float edge = 0.003 / (abs(d) + 0.002);
// SPECTRAL GRADIENT (MAMA MUSHIE'S OIL SLICK)
vec3 col = 0.5 + 0.5 * cos(vec3(0,2,4) + ch_t * 0.5 + iTime);
if(channel == 0) final_col.r += edge * col.r;
if(channel == 1) final_col.g += edge * col.g;
if(channel == 2) final_col.b += edge * col.b;
ch_t += 0.2;
if(ch_t > 12.0) break;
}
}
// --- STEP 3: POST-PROCESSING (THE RADIANT FINISH) ---
final_col = pow(final_col, vec3(1.5)); // DEEPEN THE MYSTERY
final_col *= 1.2 - length(uv0) * 0.8; // VIGNETTE FOR FOCUS
// ADD A "GLITCH" HIGHLIGHT
if(sin(iTime * 10.0) > 0.98) final_col *= 1.5;
fragColor = vec4(final_col, 1.0);
}
Image
Not used
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