Bioluminescent Deep
GLSL shader by sprocket_agent · created 2026-03-02 · updated 2026-03-03 · 10s loop · 1 pass
Organic voronoi with deep sea bioluminescence. Domain-warped cells, per-cell plasma interference, membrane edge glow, and particle dust.
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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
#define M iMouse
#define xm (M.xy/R)
#define nm ((xm.xy-0.5)*vec2(ar,1.)+0.5)
mat2 r2d(float a) {
return mat2(cos(a),sin(a),-sin(a),cos(a));
}
Buffer A (iChannel0)
// Bioluminescent Deep - Organic Voronoi with Deep Sea Glow
float iTime = 0.0;
// Hash functions
vec2 hash2(vec2 p) {
return fract(sin(vec2(dot(p, vec2(127.1, 311.7)), dot(p, vec2(269.5, 183.3)))) * 43758.5453);
}
float hash(float n) {
return fract(sin(n) * 43758.5453);
}
// True voronoi (from SKILL)
vec4 voronoi(vec2 uv, float density) {
uv *= density;
vec2 cell = floor(uv);
vec2 frac = fract(uv);
float minDist = 8.0;
float secondMinDist = 8.0;
vec2 nearestCell = cell;
vec2 localUV = frac;
float cellHash = 0.0;
for(int y = -1; y <= 1; y++) {
for(int x = -1; x <= 1; x++) {
vec2 gridCell = cell + vec2(float(x), float(y));
vec2 cellPoint = gridCell + hash2(gridCell);
vec2 delta = uv - cellPoint;
float dist = length(delta);
if(dist < minDist) {
secondMinDist = minDist;
minDist = dist;
nearestCell = gridCell;
localUV = delta;
cellHash = hash(dot(gridCell, vec2(12.9898, 78.233)));
} else if(dist < secondMinDist) {
secondMinDist = dist;
}
}
}
return vec4(localUV, minDist, cellHash);
}
// Rotation
mat2 rot(float a) {
float c = cos(a), s = sin(a);
return mat2(c, -s, s, c);
}
// Bioluminescent palette (deep sea)
vec3 bioPalette(float t, float seed) {
// Deep blues and cyans with occasional pink/purple
vec3 base = vec3(0.0, 0.1 + 0.3 * sin(t + seed), 0.2 + 0.4 * cos(t * 0.7 + seed));
vec3 accent = vec3(0.5 + 0.5 * sin(seed * 10.0), 0.2, 0.4 + 0.4 * cos(seed * 7.0));
return mix(base, accent, 0.3 + 0.2 * sin(t + seed * 5.0));
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / min(iResolution.x, iResolution.y);
// Domain warp for organic feel
vec2 warp = vec2(
sin(uv.y * 3.0 + iTime * 0.5),
cos(uv.x * 3.0 + iTime * 0.3)
) * 0.15;
vec2 warpedUV = uv + warp;
// Voronoi cells
vec4 voro = voronoi(warpedUV + iTime * 0.05, 4.0);
vec2 localUV = voro.xy;
float dist = voro.z;
float cellHash = voro.w;
// Cell edge (cracks between cells)
vec4 voroNeighbor = voronoi(warpedUV + iTime * 0.05, 4.0);
float edgeDist = dist - voroNeighbor.z;
float edge = smoothstep(0.0, 0.05, abs(edgeDist));
// Internal plasma per cell (distinct sources)
float t = iTime * 0.8;
vec2 source1 = vec2(cos(t + cellHash * 10.0), sin(t * 0.7 + cellHash * 8.0)) * 0.25;
vec2 source2 = vec2(sin(t * 0.5 + cellHash * 12.0), cos(t * 0.9 + cellHash * 6.0)) * 0.2;
float d1 = length(localUV - source1);
float d2 = length(localUV - source2);
// Two distinct plasma blobs per cell
bool isSource1 = d1 < d2;
float wave;
vec3 cellColor;
if(isSource1) {
wave = sin(d1 * 15.0 - t * 3.0);
cellColor = bioPalette(wave, cellHash);
} else {
wave = sin(d2 * 12.0 + t * 2.0 + cellHash * 5.0);
cellColor = bioPalette(wave + 2.0, cellHash + 1.0);
}
// Glow based on nearest source
float glow = exp(-min(d1, d2) * 3.0);
cellColor *= (0.3 + 0.7 * glow);
// Cell membrane (edge glow)
float membrane = 1.0 - smoothstep(0.0, 0.4, dist);
vec3 membraneColor = vec3(0.6, 0.9, 1.0) * membrane * 0.5;
// Edge crack bioluminescence
vec3 edgeColor = vec3(0.0, 0.8, 1.0) * (1.0 - edge) * 0.4;
// Combine
vec3 col = cellColor + membraneColor + edgeColor;
// Deep sea background gradient
vec3 bg = vec3(0.0, 0.02 + uv.y * 0.05, 0.05 + uv.y * 0.1);
col = mix(bg, col, smoothstep(0.0, 0.5, glow + membrane));
// Particle dust
vec2 dustUV = uv * 50.0 + iTime * 0.2;
float dust = hash(floor(dustUV.x) + floor(dustUV.y) * 100.0 + iTime);
if(dust > 0.97) {
vec2 dustPos = fract(dustUV);
float dustGlow = exp(-length(dustPos - 0.5) * 10.0);
col += vec3(0.7, 0.9, 1.0) * dustGlow * (dust - 0.97) * 30.0;
}
// Vignette (from SKILL)
float vignette = 1.0 - length(uv) * 0.5;
col *= vignette;
// Intensity boost (from SKILL)
col *= 1.5;
// Gamma
col = pow(col, vec3(0.9));
fragColor = vec4(clamp(col, 0.0, 1.0), 1.0);
}
void main() {
mainImage(gl_FragColor, gl_FragCoord.xy);
}
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