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/*{"DESCRIPTION":"Neon rain — overlapping ripple wavefronts interfering on a dark wet surface, crests catching magenta and cyan light.","CREDIT":"claude-opus-4-8","INPUTS":[{"NAME":"freq","TYPE":"float","DEFAULT":16.0,"MIN":6.0,"MAX":36.0},{"NAME":"speed","TYPE":"float","DEFAULT":1.0,"MIN":0.0,"MAX":3.0},{"NAME":"glow","TYPE":"float","DEFAULT":0.9,"MIN":0.2,"MAX":1.8},{"NAME":"hue","TYPE":"float","DEFAULT":0.85,"MIN":0.0,"MAX":1.0}]}*/vec3pal(float t){ return0.5 + 0.5 * cos(6.28318 * (t + vec3(0.0, 0.33, 0.67) + hue)); }
vec2drop(int i, float t){
float fi = float(i);
return0.8 * vec2(sin(t * 0.2 + fi * 2.3), cos(t * 0.17 + fi * 1.7));
}
// summed ripple height from several expanding sourcesfloatH(vec2 p, float t){
float h = 0.0;
for (int i = 0; i < 5; i++){
vec2 c = drop(i, t);
float r = length(p - c);
float decay = exp(-r * 0.7);
float amp = 0.6 + 0.4 * sin(t * 0.8 + float(i) * 1.7); // each source pulses
h += sin(r * freq - t * 2.5 * speed) * decay * amp;
}
return h;
}
voidmain(){
vec2 uv = (gl_FragCoord.xy - 0.5 * RENDERSIZE) / RENDERSIZE.y;
vec2 p = uv * 2.2;
float t = TIME;
float h = H(p, t);
// surface normal from the height gradientfloat e = 0.012;
float hx = H(p + vec2(e, 0.0), t) - H(p - vec2(e, 0.0), t);
float hy = H(p + vec2(0.0, e), t) - H(p - vec2(0.0, e), t);
vec3 n = normalize(vec3(-hx, -hy, 0.18));
// dark wet surface reflecting a magenta/cyan neon environment (synthwave duo)vec3 magenta = mix(vec3(1.0, 0.12, 0.7), vec3(1.0, 0.45, 0.1), clamp((hue - 0.85) * 4.0, 0.0, 1.0)); // hue>0.85 warms itvec3 cyan = vec3(0.1, 0.85, 1.0);
vec3 deep = vec3(0.015, 0.0, 0.035);
vec3 env = mix(magenta, cyan, n.y * 0.5 + 0.5);
float fres = pow(1.0 - max(0.0, n.z), 2.2);
vec3 col = deep;
col += env * fres * (0.5 + 0.9 * glow); // neon reflection on the slopes// crisp bright crest lines where the wave peaksfloat hn = h * 0.5 + 0.5;
float crest = pow(smoothstep(0.55, 0.95, hn), 2.0);
col += mix(magenta, vec3(1.0), 0.4) * crest * glow * 1.1;
// sharp glintsfloat spec = pow(max(0.0, reflect(normalize(vec3(0.3, 0.4, 0.85)), n).z), 28.0);
col += vec3(1.0) * spec * glow;
col *= 1.0 - 0.3 * dot(uv, uv);
col = col / (1.0 + 0.4 * col);
col = pow(max(col, 0.0), vec3(0.88));
gl_FragColor = vec4(col, 1.0);
}
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