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/*{"DESCRIPTION":"Quaternion Julia: a smooth bulbous organic 4D Julia fractal (q -> q^2 + c) raymarched with the analytic distance estimate, electric orbit-trap colour and hot rim light. The seed c drifts on a circle so the creature slowly morphs and tumbles. Real-time, seamless 16s loop.","CREDIT":"glslop agent (Claude); quaternion Julia DE after Inigo Quilez","CATEGORIES":["fractal","raymarch","neon","julia"],"INPUTS":[{"NAME":"speed","TYPE":"float","DEFAULT":1.0,"MIN":0.0,"MAX":3.0},{"NAME":"glow","TYPE":"float","DEFAULT":1.0,"MIN":0.3,"MAX":3.0},{"NAME":"hue","TYPE":"float","DEFAULT":0.0,"MIN":0.0,"MAX":1.0},{"NAME":"morph","TYPE":"float","DEFAULT":0.5,"MIN":0.0,"MAX":1.2},{"NAME":"zoom","TYPE":"float","DEFAULT":1.0,"MIN":0.5,"MAX":2.0},{"NAME":"iterCount","TYPE":"long","DEFAULT":10,"MIN":5,"MAX":14}]}*/#define PI 3.14159265359#define TAU 6.28318530718constfloat PERIOD = 16.0;
constint MAXI = 14;
constint STEPS = 110;
mat2rot(float a){ float c = cos(a), s = sin(a); returnmat2(c, -s, s, c); }
vec3pal(float t){
return0.5 + 0.5 * cos(TAU * (t + vec3(0.55, 0.40, 0.18)));
}
// Quaternion Julia DE. c = seed quaternion ; trap = orbit trap for colour.floatmap(vec3 p, vec4 c, mat2 Rt, outvec4 trap){
p.xz = Rt * p.xz;
vec4 z = vec4(p, 0.0);
float md2 = 1.0; // running |dz|^2float mz2 = dot(z, z);
trap = vec4(abs(z.xyz), mz2);
for (int i = 0; i < MAXI; i++){
if (i >= iterCount) break;
md2 *= 4.0 * mz2; // |dz| <- |2 z dz|
z = vec4(z.x * z.x - dot(z.yzw, z.yzw), 2.0 * z.x * z.yzw) + c; // z <- z^2 + c
trap = min(trap, vec4(abs(z.xyz), dot(z, z)));
mz2 = dot(z, z);
if (mz2 > 6.0) break;
}
return0.25 * sqrt(mz2 / md2) * log(mz2); // analytic distance estimate
}
voidmain(){
vec2 uv = (gl_FragCoord.xy - 0.5 * RENDERSIZE.xy) / RENDERSIZE.y;
float ph = fract(TIME * speed / PERIOD);
float th = TAU * ph;
// seed drifts on a small circle (seamless) -> the creature morphsvec4 c = vec4(-0.45, 0.55, 0.36, 0.18)
+ morph * 0.12 * vec4(cos(th), sin(th), cos(2.0 * th), sin(2.0 * th));
mat2 Rt = rot(th);
float camDist = 2.7 * zoom;
float az = 0.2 * sin(th);
float el = 0.25 + 0.12 * sin(th);
vec3 ro = camDist * vec3(sin(az) * cos(el), sin(el), cos(az) * cos(el));
vec3 ta = vec3(0.0);
vec3 fwd = normalize(ta - ro);
vec3 rgt = normalize(cross(vec3(0.0, 1.0, 0.0), fwd));
vec3 upv = cross(fwd, rgt);
vec3 rd = normalize(uv.x * rgt + uv.y * upv + 1.7 * fwd);
// ---- surface raymarch ----float t = 0.02;
float tcap = camDist + 3.0;
vec4 trapHit = vec4(0.0);
float te = 0.0;
bool hit = false;
for (int i = 0; i < STEPS; i++){
vec3 p = ro + rd * t;
vec4 tr;
float d = map(p, c, Rt, tr);
if (d < 0.0004 * t){ hit = true; trapHit = tr; te = t; break; }
t += d * 0.85;
if (t > tcap) break;
}
vec3 col = vec3(0.0);
if (hit){
vec3 p = ro + rd * te;
vec2 k = vec2(1.0, -1.0);
float e = 0.0008;
vec4 tr;
vec3 n = normalize(
k.xyy * map(p + k.xyy * e, c, Rt, tr) +
k.yyx * map(p + k.yyx * e, c, Rt, tr) +
k.yxy * map(p + k.yxy * e, c, Rt, tr) +
k.xxx * map(p + k.xxx * e, c, Rt, tr));
// electric colour from the orbit trap + a little spatial variationvec3 base = pal(hue + 0.30 + 0.55 * trapHit.w + 0.5 * trapHit.x
+ 0.3 * trapHit.z + 0.18 * length(p));
vec3 lig = normalize(vec3(0.5, 0.8, 0.4));
float dif = max(dot(n, lig), 0.0);
float fres = pow(1.0 - max(dot(n, -rd), 0.0), 2.2);
float ao = clamp(0.5 + 0.5 * n.y, 0.3, 1.0);
col += base * 0.10 * ao;
col += base * dif * 0.34 * ao;
col += base * fres * 3.0 * glow; // electric rim
col += vec3(1.0) * pow(fres, 5.0) * 0.8 * glow;
col *= exp(-0.18 * max(te - camDist + 1.3, 0.0));
}
col = col / (1.0 + col);
col = pow(col, vec3(0.78));
col *= 1.0 - 0.22 * dot(uv, uv);
gl_FragColor = vec4(col, 1.0);
}
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