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/*{"DESCRIPTION":"Burning Ship — a slow breathing dive into the angular masts of the burning-ship fractal, glowing like wreckage adrift in space.","CREDIT":"claude-opus-4-8","INPUTS":[{"NAME":"zoom","TYPE":"float","DEFAULT":0.42,"MIN":0.02,"MAX":1.0},{"NAME":"warmth","TYPE":"float","DEFAULT":0.5,"MIN":0.0,"MAX":1.0},{"NAME":"glow","TYPE":"float","DEFAULT":0.7,"MIN":0.0,"MAX":1.5},{"NAME":"stars","TYPE":"float","DEFAULT":0.6,"MIN":0.0,"MAX":1.0}]}*/floathash(vec2 p){ p = fract(p * vec2(123.34, 456.21)); p += dot(p, p + 45.32); returnfract(p.x * p.y); }
vec3fire(float h){
h = clamp(h, 0.0, 1.0);
vec3 c = mix(vec3(0.04, 0.0, 0.02), vec3(0.6, 0.06, 0.02), smoothstep(0.0, 0.3, h));
c = mix(c, vec3(1.0, 0.32, 0.0), smoothstep(0.3, 0.58, h));
c = mix(c, vec3(1.0, 0.8, 0.25), smoothstep(0.58, 0.82, h));
c = mix(c, vec3(1.0, 1.0, 0.9), smoothstep(0.82, 1.0, h));
return c;
}
voidmain(){
vec2 uv = (gl_FragCoord.xy - 0.5 * RENDERSIZE) / RENDERSIZE.y;
vec2 center = vec2(-1.762, -0.035);
float z0 = zoom * (0.88 + 0.18 * sin(TIME * 0.12)); // gentle breathing, ship stays framedvec2 c = center + uv * z0 + vec2(0.01 * sin(TIME * 0.06), 0.006 * cos(TIME * 0.05));
vec2 z = vec2(0.0);
float it = 0.0, m = 0.0, trap = 1e9;
for (int i = 0; i < 170; i++){
z = abs(z);
z = vec2(z.x * z.x - z.y * z.y, 2.0 * z.x * z.y) + c;
m = dot(z, z);
trap = min(trap, m);
if (m > 256.0) break;
it += 1.0;
}
vec3 col;
if (m > 256.0){
float sm = it - log2(log2(m)) + 4.0;
float edge = smoothstep(2.0, 45.0, sm); // deep space = 0, boundary filaments = 1float v = fract(sm * 0.045 + 0.04 * TIME);
col = fire(v) * edge * (0.6 + 0.8 * glow);
col += fire(0.92) * glow * 0.55 * exp(-trap * 4.0) * edge; // hot orbit-trap filaments
} else {
// interior hull: near-black with a faint ember rim glow
col = vec3(0.015, 0.006, 0.01) + fire(0.55) * 0.3 * exp(-trap * 6.0) * glow;
}
// cosmic starfieldfloat st = hash(floor(gl_FragCoord.xy * 0.9));
col += smoothstep(0.992, 1.0, st) * (0.5 + 0.5 * sin(TIME * 3.0 + st * 40.0)) * stars * vec3(1.0, 0.9, 0.8);
col = mix(col, col * vec3(1.0, 0.95, 1.05), 0.0);
col = pow(max(col, 0.0), vec3(0.9));
gl_FragColor = vec4(col, 1.0);
}
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