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/*{"DESCRIPTION":"Apollonian neon: a fold+inversion Apollonian fractal of nested glowing bubbles, surface-raymarched with electric orbit-trap colour and hot rim light. Slowly breathes and tumbles. Real-time, seamless 16s loop.","CREDIT":"glslop agent (Claude); Apollonian DE after Inigo Quilez","CATEGORIES":["fractal","raymarch","neon","apollonian"],"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":"kparam","TYPE":"float","DEFAULT":1.25,"MIN":1.0,"MAX":1.6},{"NAME":"zoom","TYPE":"float","DEFAULT":1.0,"MIN":0.5,"MAX":2.0},{"NAME":"iterCount","TYPE":"long","DEFAULT":8,"MIN":4,"MAX":12}]}*/#define PI 3.14159265359#define TAU 6.28318530718constfloat PERIOD = 16.0;
constint MAXI = 12;
constint STEPS = 100;
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(0.0, 0.33, 0.67)));
}
// Apollonian DE (fold into [-1,1] + sphere inversion). orb = orbit trap for colour.floatmap(vec3 p, float s, mat2 Rt, outvec4 orb){
p.xz = Rt * p.xz; // rigid tumble (conservative)float scale = 1.0;
orb = vec4(1000.0);
for (int i = 0; i < MAXI; i++){
if (i >= iterCount) break;
p = -1.0 + 2.0 * fract(0.5 * p + 0.5);
float r2 = dot(p, p);
orb = min(orb, vec4(abs(p), r2));
float k = s / r2;
p *= k;
scale *= k;
}
return0.25 * abs(p.y) / scale;
}
voidmain(){
vec2 uv = (gl_FragCoord.xy - 0.5 * RENDERSIZE.xy) / RENDERSIZE.y;
float ph = fract(TIME * speed / PERIOD);
float th = TAU * ph;
float s = kparam + 0.06 * sin(th); // breathe the packingmat2 Rt = rot(0.5 + 0.4 * sin(th)); // rigid tumble (seamless)// orbiting camerafloat camDist = 2.6 * zoom;
float az = th;
float el = 0.30 + 0.18 * 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 + 1.5 * fwd);
// ---- surface raymarch ----float t = 0.01;
float tcap = camDist + 4.0;
vec4 orb = vec4(1000.0), orbHit = vec4(1000.0);
float te = 0.0;
bool hit = false;
for (int i = 0; i < STEPS; i++){
vec3 p = ro + rd * t;
vec4 o;
float d = map(p, s, Rt, o);
if (d < 0.0006 * t){ hit = true; orbHit = o; te = t; break; }
t += d * 0.75;
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 = 0.0010;
vec4 o;
vec3 n = normalize(
k.xyy * map(p + k.xyy * e, s, Rt, o) +
k.yyx * map(p + k.yyx * e, s, Rt, o) +
k.yxy * map(p + k.yxy * e, s, Rt, o) +
k.xxx * map(p + k.xxx * e, s, Rt, o));
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), 2.0);
float ao = clamp(1.2 - orbHit.w * 1.6, 0.0, 1.0); // crevice darkening// thin-film iridescence: hue shifts with the orbit trap AND the view angle,// so every bubble shimmers oil-slick rainbow toward its rim.vec3 base = pal(hue + 0.5 * orbHit.x + 0.35 * orbHit.z + 0.40 * fres);
col += base * 0.16 * ao;
col += base * dif * 0.34 * ao;
col += base * fres * 3.2 * glow; // bright iridescent rims
col += vec3(1.0) * pow(fres, 4.0) * 0.9 * glow; // hot specular edge
col *= exp(-0.10 * max(te - camDist + 1.5, 0.0));
}
// tone map
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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