Project_2026-02-12_10-48-11
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 STARSEED CHRONOS-HOPPER (RESTORED & STABLE) ---
// AN INTRICATE, COHESIVE SPECIMEN FOR THE NEW AGE
#define ITERATIONS 7.0
#define SCALE 2.7
#define SURF_DIST 0.002
#define MAX_STEPS 80
#define BREATH_SPEED iTime * 0.4
mat2 rot(float a) { return mat2(cos(a), -sin(a), sin(a), cos(a)); }
// 1. THE STARSEED PALETTE (Lisa Frank Heatmap)
// Deep Void Purple -> Toxic Teal -> Acid Yellow -> Hot Pink
vec3 aura_palette(float t) {
vec3 col = vec3(0.0);
col = mix(vec3(0.1, 0.0, 0.3), vec3(0.0, 1.0, 1.0), smoothstep(0.0, 0.3, t)); // Purple-Teal
col = mix(col, vec3(1.0, 1.0, 0.0), smoothstep(0.3, 0.6, t)); // Teal-Yellow
col = mix(col, vec3(1.0, 0.0, 0.8), smoothstep(0.6, 1.0, t)); // Yellow-Pink
return col;
}
// 2. THE CHRONOS-HOPPER GEOMETRY
// Menger-Box Hybrid creating "Hopper" hollow faces
vec2 map(vec3 p) {
// Rotation Animation
p.xz *= rot(iTime * 0.2);
p.yz *= rot(iTime * 0.15);
// Add "Time Crystal" Vibration (Endless Pulse)
float pulse = sin(iTime * 0.5) * 0.05;
p += pulse;
vec3 z = p;
float dr = 1.0;
float trap = 100.0;
for(float i = 0.0; i < ITERATIONS; i++) {
// Space Folding (Kinetic Instability)
z = abs(z) - 0.5;
// Menger Logic (Creating the Skeletal Voids)
if (z.x < z.y) z.xy = z.yx;
if (z.x < z.z) z.xz = z.zx;
if (z.y < z.z) z.yz = z.zy;
// Scale & Shift (Recursive Growth)
z = z * SCALE - (SCALE - 1.0);
dr = dr * abs(SCALE) + 1.0;
// Track the Core Energy (Heatmap Data)
trap = min(trap, length(z));
}
// Box-Hopper Distance
float d = (length(max(abs(z) - 1.2, 0.0))) / abs(dr);
return vec2(d, trap);
}
// 3. THE RENDERER (Studio Lighting + Black Noise)
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
vec2 uv = (fragCoord * 2.0 - iResolution.xy) / iResolution.y;
vec2 uv0 = uv;
// A. THE VOID (Anisotropic Black Noise)
float static_grain = fract(sin(dot(uv * iTime, vec2(12.98, 78.23))) * 43758.54);
vec3 bg = vec3(0.01, 0.0, 0.02) + static_grain * 0.03;
// B. RAYMARCHING
vec3 ro = vec3(0.0, 0.0, -8.0); // Wide view for "Cohesive Specimen"
vec3 rd = normalize(vec3(uv, 1.2));
float t = 0.0;
vec3 col = bg;
for(int i = 0; i < MAX_STEPS; i++) {
vec3 p = ro + rd * t;
vec2 res = map(p);
float d = res.x;
float trap = res.y;
if(d < SURF_DIST) {
// HIT!
// Normals (For Sharp Geometry)
vec2 e = vec2(0.001, 0.0);
vec3 n = 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
));
// AO (Shadows in the Hopper Creases)
float ao = clamp(map(p + n * 0.2).x / 0.2, 0.0, 1.0);
// RIM & SPECULAR (Shiny as F***)
float rim = pow(1.0 - max(0.0, dot(n, -rd)), 4.0);
float spec = pow(max(dot(reflect(-normalize(vec3(1,1,-1)), n), -rd), 0.0), 32.0);
// COLOR (Aura Heatmap)
vec3 crystal_col = aura_palette(trap * 0.7 + 0.15);
// COMPOSITE
col = crystal_col * 0.4 * ao; // Structured Dark Base
col += crystal_col * (1.0 - ao) * 2.0; // Glowing Inner Cracks
col += vec3(0.8, 1.0, 1.0) * rim * 1.5; // Prismatic Edges
col += vec3(1.0) * spec; // Diamond Sparkle
break;
}
t += d;
if(t > 30.0) break;
}
// C. ATMOSPHERE (Holographic Glow)
float halo = 0.05 / (length(uv0) + 0.1);
col += aura_palette(iTime * 0.2) * halo * 0.1;
// D. TONE MAPPING (No Blobs)
col = vec3(1.0) - exp(-col * 1.4);
col = pow(col, vec3(0.4545)); // Gamma Correct
// Vignette
col *= smoothstep(1.8, 0.5, length(uv0));
fragColor = vec4(col, 1.0);
}
Image
Not used
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