edit

the ponds when a fae is around Magic ripples

edit

Water Ripples

edit

being lost Fog Effect

edit

the sky when christ is coming Heavenly choir

edit

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

Geometric Shapes

edit

Subsurface Scattering

edit

click to explore, then edit