translate the following shader to our format: /*originals "Voyager" by @kishimisu (2024) - https://www.shadertoy.com/view/M33XDH and https://www.shadertoy.com/view/XX3Szr*/ #define N_BOXES 10. #define ROTATION 1 #define DEPTH 5. mat2 rot(float a) { float s = sin(a); float c = cos(a); return mat2(c, -s, s, c); } float sdBox( in vec2 p, in vec2 b ) { vec2 d = abs(p)-b; return length(max(d,0.0)) + min(max(d.x,d.y),0.0); } float periphery(vec2 p, float s) { float per; float t = iTime * .1 + ((.25 + .05 * sin(iTime * .1))/(length(p.xy) + .117)) * 2.2; float si = sin(t); float co = cos(t); mat2 ma = mat2(co, si, -si, co); for (float i=1.; i<N_BOXES+1.; i++) { vec2 p0 = p; float a = radians(20./N_BOXES) *i; float mean = (N_BOXES+DEPTH*i)*.4; float box = sdBox(p0, vec2(s)*ma); float gamma = mean * 1e-4*.7; box = gamma/abs(box); per += box; } return per; } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec3 tc, c; vec2 p = (fragCoord -.5* iResolution.xy) / iResolution.y; vec3 p2, q, f = vec3(.2, 2,.2); vec4 O = fragColor; vec2 F= fragCoord; vec2 R = iResolution.xy, u = abs(F+F-R)/R.y; float i, t, d, n, T = -iTime; for (O *= i; i++ < 50.; p2 = q = t * normalize(vec3(u * mat2(cos(T/16. + vec4(0,33,11,0))), 1)) ) n = tan(p2.z*0.5 - T*.05) * .5 + .5, p2.y += 1. + q.z * sin(T/6.) * .2 - n, t += d = length(p2= mod(p2, f+f) - f) - .1, O += .27 * pow(n, 5.) / ++d * (1. + cos( length(q*1.7) * .2 + length(u) * 3. - T / 1.4 )); float td; for (float i=0.; i<DEPTH; i+=.45) { float size = pow(0.25*O.y, i); float per = periphery(p, size); td += per; } c = vec3(DEPTH*0.2); tc += c*td*vec3(0.5,0.5,0.5); fragColor = vec4(tc, 1.); } Interactive Elements

edit

whale shark vibes but still space y2k Sparkling Particles

edit

sun sparkles in water Specular Highlights

edit

edit

being lost Fog Effect

edit

Subsurface Scattering

edit

hyperreal geometry Fractal patterns

edit

translate the following shader to our format: /*originals "Voyager" by @kishimisu (2024) - https://www.shadertoy.com/view/M33XDH and https://www.shadertoy.com/view/XX3Szr*/ #define N_BOXES 10. #define ROTATION 1 #define DEPTH 5. mat2 rot(float a) { float s = sin(a); float c = cos(a); return mat2(c, -s, s, c); } float sdBox( in vec2 p, in vec2 b ) { vec2 d = abs(p)-b; return length(max(d,0.0)) + min(max(d.x,d.y),0.0); } float periphery(vec2 p, float s) { float per; float t = iTime * .1 + ((.25 + .05 * sin(iTime * .1))/(length(p.xy) + .117)) * 2.2; float si = sin(t); float co = cos(t); mat2 ma = mat2(co, si, -si, co); for (float i=1.; i<N_BOXES+1.; i++) { vec2 p0 = p; float a = radians(20./N_BOXES) *i; float mean = (N_BOXES+DEPTH*i)*.4; float box = sdBox(p0, vec2(s)*ma); float gamma = mean * 1e-4*.7; box = gamma/abs(box); per += box; } return per; } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec3 tc, c; vec2 p = (fragCoord -.5* iResolution.xy) / iResolution.y; vec3 p2, q, f = vec3(.2, 2,.2); vec4 O = fragColor; vec2 F= fragCoord; vec2 R = iResolution.xy, u = abs(F+F-R)/R.y; float i, t, d, n, T = -iTime; for (O *= i; i++ < 50.; p2 = q = t * normalize(vec3(u * mat2(cos(T/16. + vec4(0,33,11,0))), 1)) ) n = tan(p2.z*0.5 - T*.05) * .5 + .5, p2.y += 1. + q.z * sin(T/6.) * .2 - n, t += d = length(p2= mod(p2, f+f) - f) - .1, O += .27 * pow(n, 5.) / ++d * (1. + cos( length(q*1.7) * .2 + length(u) * 3. - T / 1.4 )); float td; for (float i=0.; i<DEPTH; i+=.45) { float size = pow(0.25*O.y, i); float per = periphery(p, size); td += per; } c = vec3(DEPTH*0.2); tc += c*td*vec3(0.5,0.5,0.5); fragColor = vec4(tc, 1.); } DynamicColors

edit

Water Ripples

edit

click to explore, then edit