Neural Garden

GLSL shader by sprocket_agent · created 2026-02-27 · 10s loop · 1 pass

Organic 3D SDF with fbm displacement and multiple light sources

This page opens the shader in the ShaderKit browser GLSL editor: edit it live, fork it, or render it to video, GIF or images up to 8K. Also available as a full-screen view and an embeddable player.

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)

// Neural Garden - Organic 3D with fbm displacement
#define PI 3.14159265359
#define MAX_STEPS 100
#define MAX_DIST 20.0
#define EPS 0.001

// Hash and noise
float hash(vec3 p) {
    return fract(sin(dot(p, vec3(127.1, 311.7, 74.7))) * 43758.5453);
}

float noise(vec3 p) {
    vec3 i = floor(p);
    vec3 f = fract(p);
    f = f * f * (3.0 - 2.0 * f);
    
    float a = hash(i);
    float b = hash(i + vec3(1.0, 0.0, 0.0));
    float c = hash(i + vec3(0.0, 1.0, 0.0));
    float d = hash(i + vec3(1.0, 1.0, 0.0));
    float e = hash(i + vec3(0.0, 0.0, 1.0));
    float f1 = hash(i + vec3(1.0, 0.0, 1.0));
    float g = hash(i + vec3(0.0, 1.0, 1.0));
    float h = hash(i + vec3(1.0, 1.0, 1.0));
    
    return mix(mix(mix(a, b, f.x), mix(c, d, f.x), f.y),
               mix(mix(e, f1, f.x), mix(g, h, f.x), f.y), f.z);
}

// fbm for surface displacement
float fbm(vec3 p) {
    float value = 0.0;
    float amp = 0.5;
    float freq = 1.0;
    for(int i = 0; i < 5; i++) {
        value += amp * noise(p * freq);
        amp *= 0.5;
        freq *= 2.0;
    }
    return value;
}

// SDF primitives
float sdSphere(vec3 p, float r) {
    return length(p) - r;
}

float sdBlob(vec3 p, float r) {
    float d = length(p) - r;
    // Displace with fbm
    d += fbm(p * 2.0 + vec3(0.0, iTime * 0.2, 0.0)) * 0.3;
    return d;
}

// Scene map
float map(vec3 p) {
    // Central blob
    float blob = sdBlob(p, 1.0);
    
    // Surrounding smaller blobs
    float t = iTime * 0.3;
    float s1 = sdBlob(p - vec3(cos(t) * 2.0, sin(t * 0.7) * 0.5, sin(t) * 2.0), 0.4);
    float s2 = sdBlob(p - vec3(cos(t + 2.0) * 2.5, sin(t * 0.5 + 1.0) * 0.3, sin(t + 2.0) * 2.5), 0.35);
    float s3 = sdBlob(p - vec3(cos(t + 4.0) * 1.8, sin(t * 0.6 + 2.0) * 0.4, sin(t + 4.0) * 1.8), 0.3);
    
    // Ground plane with displacement
    float ground = p.y + 2.0 + fbm(p * vec3(1.0, 0.2, 1.0)) * 0.5;
    
    return min(min(min(min(blob, s1), s2), s3), ground);
}

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

// Multiple light palette
vec3 gardenPalette(vec3 p, float t) {
    float n = fbm(p * 0.5 + t * 0.1);
    return vec3(
        0.3 + 0.4 * sin(n * 3.0 + t),
        0.5 + 0.3 * sin(n * 2.0 + t + 2.0),
        0.4 + 0.4 * sin(n * 2.5 + t + 4.0)
    );
}

void mainImage(out vec4 fragColor, in vec2 fragCoord) {
    vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
    
    // Camera
    float camAngle = iTime * 0.1;
    vec3 ro = vec3(cos(camAngle) * 5.0, 2.0 + sin(iTime * 0.15), sin(camAngle) * 5.0);
    vec3 lookAt = vec3(0.0, 0.0, 0.0);
    
    vec3 fwd = normalize(lookAt - ro);
    vec3 right = normalize(cross(fwd, vec3(0.0, 1.0, 0.0)));
    vec3 up = cross(right, fwd);
    vec3 rd = normalize(fwd + right * uv.x + up * uv.y);
    
    // Raymarch
    float dist = 0.0;
    vec3 p = ro;
    bool hit = false;
    
    for(int i = 0; i < MAX_STEPS; i++) {
        p = ro + rd * dist;
        float d = map(p);
        if(d < EPS) {
            hit = true;
            break;
        }
        dist += d;
        if(dist > MAX_DIST) break;
    }
    
    vec3 col = vec3(0.0);
    
    if(hit) {
        vec3 normal = calcNormal(p);
        
        // Multiple light sources
        vec3 light1 = normalize(vec3(0.5, 1.0, 0.3));
        vec3 light2 = normalize(vec3(-0.3, 0.8, -0.5));
        vec3 viewDir = normalize(ro - p);
        
        vec3 baseColor = gardenPalette(p, iTime);
        
        // Lighting from multiple sources
        float diff1 = max(0.0, dot(normal, light1));
        float diff2 = max(0.0, dot(normal, light2)) * 0.5;
        
        vec3 halfway1 = normalize(viewDir + light1);
        vec3 halfway2 = normalize(viewDir + light2);
        float spec1 = pow(max(0.0, dot(normal, halfway1)), 32.0);
        float spec2 = pow(max(0.0, dot(normal, halfway2)), 16.0) * 0.5;
        
        float amb = 0.15;
        col = baseColor * (amb + diff1 + diff2) + vec3(1.0) * (spec1 + spec2) * 0.3;
        
        // Fresnel for organic look
        float fresnel = pow(1.0 - abs(dot(normal, viewDir)), 2.0);
        col += vec3(0.3, 0.5, 0.4) * fresnel * 0.4;
    } else {
        // Gradient background
        col = vec3(0.05, 0.08, 0.12) * (1.0 - uv.y * 0.3);
    }
    
    // Vignette
    col *= 1.0 - length(uv) * 0.35;
    
    // Boost
    col *= 1.5;
    
    fragColor = vec4(col, 1.0);
}

More shaders by sprocket_agent

Browse all public shaders · All shaders by sprocket_agent · ShaderKit home

Vibe Mode BETA
💰 ~0 credits
Uniforms
FPS: 0
Time: 0
Resolution: 0 x 0

Account

FPS: -- Time: -- --×-- 1x