// Parametric "uber" shader: 16 visual families selected by uFamily, plus a set // of universal modifiers (zoom, rotation, kaleidoscope symmetry, domain warp, // palette, hue cycle, saturation, contrast, invert, audio mix). Combining these // with the effect catalog (effects.js) yields hundreds of distinct looks. const VERT = `#version 300 es in vec2 aPos; void main() { gl_Position = vec4(aPos, 0.0, 1.0); } `; const FRAG = `#version 300 es precision highp float; out vec4 fragColor; uniform vec2 uRes; uniform float uTime; uniform float uBass, uMid, uTreble, uLevel, uBeat; uniform int uFamily; uniform float uScale, uRot, uRotSpeed, uSym; uniform float uHueBase, uHueCycle, uSat, uContrast, uInvert, uWarp, uAudioMix, uSpeed; uniform vec3 uColorA, uColorB; uniform sampler2D uTex; // custom SVG / image source (uploaded flipped-Y) uniform float uSpectrum[32]; // live 32-band spectrum for VU meters uniform float uWave[256]; // live time-domain waveform (-1..1) uniform float uWaveHist[256]; // scrolling amplitude history (song waveform) uniform float uBgDark; // 1 = force the empty field (v→0) to black float uT = 0.0; // time * effect speed (set in main) float aMix = 1.0; // audio mix (set in main) mat2 rot(float a) { float s = sin(a), c = cos(a); return mat2(c, -s, s, c); } vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0, 2.0/3.0, 1.0/3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } vec3 rgb2hsv(vec3 c) { vec4 K = vec4(0.0, -1.0/3.0, 2.0/3.0, -1.0); vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } float hash(vec2 p) { p = fract(p * vec2(123.34, 456.21)); p += dot(p, p + 45.32); return fract(p.x * p.y); } float noise(vec2 p) { vec2 i = floor(p), f = fract(p); vec2 u = f * f * (3.0 - 2.0 * f); float a = hash(i), b = hash(i + vec2(1, 0)), c = hash(i + vec2(0, 1)), d = hash(i + vec2(1, 1)); return mix(mix(a, b, u.x), mix(c, d, u.x), u.y); } float fbm(vec2 p) { float v = 0.0, a = 0.5; for (int i = 0; i < 6; i++) { v += a * noise(p); p *= 2.02; a *= 0.5; } return v; } // ---- Families: each returns a scalar field in roughly [0,1] ---- float famJulia(vec2 uv) { vec2 c = vec2(0.7885 * cos(uT * 0.15), 0.7885 * sin(uT * 0.17)); c += uTreble * 0.1 * aMix * vec2(sin(uT * 6.0), cos(uT * 5.0)); vec2 z = uv * 1.4; float it = 0.0; for (float i = 0.0; i < 128.0; i++) { z = vec2(z.x*z.x - z.y*z.y, 2.0*z.x*z.y) + c; if (dot(z, z) > 16.0) break; it++; } if (it >= 128.0) return 0.0; return (it - log2(log2(dot(z, z))) + 4.0) / 128.0; } float famMandel(vec2 uv) { vec2 c = uv * 1.5 - vec2(0.5, 0.0); vec2 z = vec2(0.0); float it = 0.0; for (float i = 0.0; i < 128.0; i++) { z = vec2(z.x*z.x - z.y*z.y, 2.0*z.x*z.y) + c; if (dot(z, z) > 16.0) break; it++; } if (it >= 128.0) return 0.0; return (it - log2(log2(dot(z, z))) + 4.0) / 128.0; } float famPlasma(vec2 uv) { float t = uT * 0.2; vec2 q = vec2(fbm(uv * 1.5 + t), fbm(uv * 1.5 - t + 5.2)); vec2 r = vec2(fbm(uv * 2.0 + 1.7 * q + 0.15 * t), fbm(uv * 2.0 + 1.7 * q + vec2(8.3, 2.8) - 0.12 * t)); return fbm(uv * 2.0 + 3.0 * r + uBass * aMix); } float famVortex(vec2 uv) { float r = length(uv), a = atan(uv.y, uv.x); float swirl = a + (1.2 + uBass * 2.0 * aMix) / (r + 0.15) - uT * 0.6; return (sin(swirl * 5.0 + r * 12.0 - uT * 2.0) * 0.5 + 0.5) * (0.4 + 0.8 * fbm(uv * 3.0)); } float famWaves(vec2 uv) { float r = length(uv); float energy = mix(uBass, uTreble, clamp(r, 0.0, 1.0)) * aMix + 0.3; return (1.0 - smoothstep(0.0, 0.6, abs(sin(r * 24.0 - uT * 4.0)))) * energy; } float famCells(vec2 uv) { vec2 p = uv * 4.0 + 8.0; vec2 ip = floor(p), fp = fract(p); float d1 = 8.0, d2 = 8.0; for (int y = -1; y <= 1; y++) for (int x = -1; x <= 1; x++) { vec2 g = vec2(float(x), float(y)); vec2 o = vec2(hash(ip + g), hash(ip + g + 3.7)); float d = length(g + 0.5 + 0.45 * sin(uT * 0.6 + o * 6.283) - fp); if (d < d1) { d2 = d1; d1 = d; } else if (d < d2) d2 = d; } return clamp(d2 - d1, 0.0, 1.0); } float famHyper(vec2 uv) { float v = 0.0, warp = 0.4 + uBass * 2.0 * aMix; for (int i = 0; i < 40; i++) { float fi = float(i); float ang = hash(vec2(fi, 1.0)) * 6.283; float z = fract(hash(vec2(fi, 3.0)) + uT * (0.25 + hash(vec2(fi, 2.0)) * 0.9) * warp); vec2 pos = vec2(cos(ang), sin(ang)) * z * z * 1.6; v += smoothstep(0.06 * z + 0.004, 0.0, length(uv - pos)) * z; } return clamp(v, 0.0, 1.0); } float famTunnel(vec2 uv) { float a = atan(uv.y, uv.x), r = length(uv); float depth = 0.35 / (r + 0.05) + uT * (0.3 + uBass * 1.2 * aMix); float pattern = fbm(vec2(a * 2.0, depth) * 3.0) + 0.5 * sin(a * 8.0 + uT); return clamp(pattern * (sin(depth * 10.0 - uT * 2.0) * 0.5 + 0.5) * smoothstep(0.0, 0.5, r), 0.0, 1.0); } float famMoire(vec2 uv) { float r = length(uv); return (sin(r * 40.0 - uT * 2.0) * sin(dot(uv, uv) * 30.0 + uT) * sin(atan(uv.y, uv.x) * 20.0 + uT)) * 0.5 + 0.5; } float famTruchet(vec2 uv) { vec2 p = uv * 3.0; vec2 fp = fract(p) - 0.5; if (hash(floor(p)) < 0.5) fp.x = -fp.x; float dd = min(abs(length(fp - 0.5) - 0.5), abs(length(fp + 0.5) - 0.5)); return smoothstep(0.08, 0.0, dd - 0.02 * sin(uT * 2.0)); } float famGyroid(vec2 uv) { vec2 p = uv * 4.0; return (sin(p.x + uT) * cos(p.y) + sin(p.y + uT * 0.7) * cos(p.x * 1.3)) * 0.25 + 0.5; } float famHex(vec2 uv) { vec2 p = uv * 3.0; vec2 h = vec2(1.0, 1.732); vec2 a = mod(p, h) - h * 0.5, b = mod(p - h * 0.5, h) - h * 0.5; vec2 gv = dot(a, a) < dot(b, b) ? a : b; return smoothstep(0.5, 0.45, length(gv) + 0.05 * sin(uT * 2.0)); } float famGrid(vec2 uv) { vec2 g = sin(uv * 8.0 + vec2(uT, uT * 1.3)); return g.x * g.y * 0.5 + 0.5; } float famClouds(vec2 uv) { return fbm(uv * 2.5 + vec2(uT * 0.1, uT * 0.07)); } float famSpiral(vec2 uv) { float r = length(uv), a = atan(uv.y, uv.x); return sin(6.0 * a + log(r + 0.001) * 6.0 - uT * 2.0) * 0.5 + 0.5; } float famCrystals(vec2 uv) { vec2 p = fract(uv * 2.0) - 0.5; float a = atan(p.y, p.x), r = length(p); float star = cos(a * 5.0 + uT) * 0.2 + 0.3; return smoothstep(star, star - 0.05, r); } // ---- Silhouette families (people & objects via signed distance fields) ---- float sdSeg(vec2 p, vec2 a, vec2 b, float r) { vec2 pa = p - a, ba = b - a; float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0); return length(pa - ba * h) - r; } // A dancing humanoid: torso, head, swinging arms and stepping legs. t drives // the dance; e (audio energy) raises the arms and adds a vertical bounce. float sdDancer(vec2 p, float t, float e) { float b = 0.06 * e * sin(t * 6.0); // bounce on the beat vec2 hip = vec2(0.0, -0.05 + b); vec2 neck = vec2(0.0, 0.30 + b); vec2 head = vec2(0.0, 0.46 + b); float s = sin(t * 3.0); float raise = e * 0.55; float d = sdSeg(p, hip, neck, 0.06); // torso d = min(d, length(p - head) - 0.10); // head vec2 shL = neck + vec2(-0.10, 0.0), shR = neck + vec2(0.10, 0.0); vec2 elbL = shL + vec2(-0.12, -0.10 + 0.18 * s + raise); vec2 hndL = elbL + vec2(-0.10, 0.02 + 0.20 * s + raise); vec2 elbR = shR + vec2( 0.12, -0.10 - 0.18 * s + raise); vec2 hndR = elbR + vec2( 0.10, 0.02 - 0.20 * s + raise); d = min(d, sdSeg(p, shL, elbL, 0.045)); d = min(d, sdSeg(p, elbL, hndL, 0.038)); d = min(d, sdSeg(p, shR, elbR, 0.045)); d = min(d, sdSeg(p, elbR, hndR, 0.038)); vec2 kneeL = hip + vec2(-0.06, -0.22 + 0.06 * s); vec2 footL = kneeL + vec2(-0.02 - 0.06 * s, -0.22); vec2 kneeR = hip + vec2( 0.06, -0.22 - 0.06 * s); vec2 footR = kneeR + vec2( 0.02 + 0.06 * s, -0.22); d = min(d, sdSeg(p, hip, kneeL, 0.05)); d = min(d, sdSeg(p, kneeL, footL, 0.04)); d = min(d, sdSeg(p, hip, kneeR, 0.05)); d = min(d, sdSeg(p, kneeR, footR, 0.04)); return d; } float famDancers(vec2 uv) { float d = 1e9; float energy = uBass * aMix + 0.3; for (int i = 0; i < 5; i++) { float fi = float(i); vec2 p = (uv - vec2(-0.9 + fi * 0.45, -0.32)) / 0.55; d = min(d, sdDancer(p, uT + fi * 1.3, energy)); } return smoothstep(0.02, 0.0, d); } float famDancerSolo(vec2 uv) { vec2 p = (uv - vec2(0.0, -0.15)) / 0.95; return smoothstep(0.018, 0.0, sdDancer(p, uT * 1.2, uBass * aMix * 1.2 + 0.4)); } float sdNote(vec2 p) { float d = length(p * vec2(1.15, 1.0)) - 0.12; // note head d = min(d, sdSeg(p, vec2(0.10, 0.0), vec2(0.10, 0.5), 0.022)); // stem d = min(d, sdSeg(p, vec2(0.10, 0.5), vec2(0.24, 0.40), 0.022)); // flag return d; } float famSilhouettes(vec2 uv) { float d = 1e9; for (int i = 0; i < 6; i++) { float fi = float(i); float y = 0.32 * sin(uT + fi * 1.7) + 0.06 * uBeat * aMix; vec2 p = (uv - vec2(-0.8 + fi * 0.32, y)) / (0.5 + 0.15 * sin(fi)); d = min(d, sdNote(p)); } return smoothstep(0.02, 0.0, d); } // Custom source: sample the uploaded SVG/image as the scalar field. Coverage // (alpha) defines the shape; brightness adds inner detail. float famCustom(vec2 uv) { // Fit the square texture to ~70% of screen height (coeff > 1 shrinks it). vec2 tc = uv * 1.45 + 0.5; if (tc.x < 0.0 || tc.x > 1.0 || tc.y < 0.0 || tc.y > 1.0) return 0.0; vec4 t = texture(uTex, tc); float luma = dot(t.rgb, vec3(0.299, 0.587, 0.114)); return t.a * (0.55 + 0.45 * luma); // coverage dominates so dark silhouettes stay visible } // ---- VU-meter families (use the live spectrum) ---- float specAt(int i) { return uSpectrum[i]; } // Classic spectrum-analyser bars rising from the bottom. float famVUBars(vec2 uv) { float xn = uv.x * 0.62 + 0.5; // map width to [0,1] if (xn < 0.0 || xn > 1.0) return 0.0; float N = 32.0; int col = int(clamp(xn * N, 0.0, N - 1.0)); float level = specAt(col); float yb = (uv.y + 0.46) / 0.92; // 0 bottom -> 1 top if (yb < 0.0 || yb > 1.0) return 0.0; float bx = fract(xn * N); float gap = smoothstep(0.04, 0.12, bx) * smoothstep(0.96, 0.88, bx); // bar spacing float lit = step(yb, level) * gap; // peak cap line just above the level float cap = smoothstep(0.03, 0.0, abs(yb - level)) * gap; return max(lit * (0.2 + 0.8 * yb), cap); } // Analogue needle gauge. float famVUNeedle(vec2 uv) { vec2 p = uv - vec2(0.0, -0.28); float r = length(p); float ang = atan(p.x, p.y); // 0 = straight up float na = (clamp(uLevel, 0.0, 1.0) - 0.5) * 1.7 + uBass * 0.15; float needle = smoothstep(0.045, 0.0, abs(ang - na)) * step(r, 0.62) * step(0.04, r); float arc = smoothstep(0.018, 0.0, abs(r - 0.62)) * step(abs(ang), 0.9); float hub = smoothstep(0.06, 0.045, r); // red zone near the top of the scale float redzone = step(0.55, ang) * arc; return max(max(needle, hub), arc * (0.5 + 0.5 * redzone)); } // Stereo LED level meters (two segmented horizontal bars). float famVUStereo(vec2 uv) { float xn = uv.x * 0.6 + 0.5; if (xn < 0.0 || xn > 1.0) return 0.0; float lvlTop = clamp(uLevel * 1.1, 0.0, 1.0); float lvlBot = clamp((uBass + uTreble) * 0.6, 0.0, 1.0); float seg = step(0.18, fract(xn * 26.0)); // LED gaps float v = 0.0; if (abs(uv.y - 0.12) < 0.07) v = step(xn, lvlTop) * seg * (0.25 + 0.75 * xn); if (abs(uv.y + 0.12) < 0.07) v = step(xn, lvlBot) * seg * (0.25 + 0.75 * xn); return v; } // ---- Waveform + band-reactive families ---- float waveAt(int i) { return uWave[i]; } // Scrolling song waveform: a mirrored filled envelope that moves with time, // like the waveform display in DJ software (newest sample at the right edge). float famWave(vec2 uv) { float xn = uv.x * 0.5 + 0.5; if (xn < 0.0 || xn > 1.0) return 0.0; float fx = xn * 255.0; int i0 = int(floor(fx)); int i1 = min(i0 + 1, 255); float amp = mix(uWaveHist[i0], uWaveHist[i1], fract(fx)) * 0.85; float ay = abs(uv.y); float fill = smoothstep(amp, amp - 0.012, ay); // solid body float edge = smoothstep(0.014, 0.0, abs(ay - amp)); // bright crest // a faint centre line so silence still reads as a waveform float centre = smoothstep(0.006, 0.0, ay) * 0.4; return clamp(fill * 0.55 + edge + centre, 0.0, 1.5); } // Radial oscilloscope: the waveform wrapped around a circle (interpolated). float famWaveCircle(vec2 uv) { float a = atan(uv.y, uv.x); float r = length(uv); float ft = (a / 6.2831853 + 0.5) * 255.0; int i0 = int(floor(clamp(ft, 0.0, 255.0))); int i1 = min(i0 + 1, 255); float w = mix(waveAt(i0), waveAt(i1), fract(ft)); float radius = 0.42 + w * 0.2 * (0.6 + uLevel * aMix); float d = abs(r - radius); return smoothstep(0.012, 0.0, d) + 0.28 * smoothstep(0.07, 0.0, d); } // Concentric zones, each reacting to a different band (inner=bass … outer=treble). float famTriBand(vec2 uv) { float r = length(uv); float band = r < 0.33 ? uBass : (r < 0.66 ? uMid : uTreble); float rings = 0.5 + 0.5 * sin(r * 30.0 - uT * 3.0); return rings * (0.18 + 1.6 * band * aMix) * smoothstep(1.1, 0.05, r); } float famBass(vec2 uv) { float r = length(uv), b = uBass * aMix; float blob = smoothstep(0.7 + b * 0.6, 0.0, r); float rings = (0.5 + 0.5 * sin(r * 12.0 - uT * 2.0)) * smoothstep(1.2, 0.2, r); return (blob + rings * 0.6) * (0.3 + 1.4 * b); } float famMid(vec2 uv) { float r = length(uv), a = atan(uv.y, uv.x), m = uMid * aMix; float petals = 0.5 + 0.5 * sin(a * 6.0 + uT * 2.0 + r * 8.0); return petals * smoothstep(0.95, 0.0, r) * (0.25 + 1.6 * m); } float famTreble(vec2 uv) { float t = uTreble * aMix, r = length(uv); float g = hash(floor(uv * 42.0) + floor(vec2(uT * 8.0))); float sparkle = step(0.72, g) * g; return sparkle * (0.2 + 2.2 * t) * smoothstep(1.1, 0.1, r); } // ---- Scenic RGB families (return full colour; the palette tints the scene, // hue/sat/contrast still apply in colorizeRGB). Indices 34+ in the catalog. float stars(vec2 uv, float n, float th) { vec2 g = floor(uv * n); float h = hash(g); float tw = 0.5 + 0.5 * sin(uT * 3.0 + h * 6.283 + uTreble * aMix * 5.0); vec2 o = vec2(hash(g + 1.3), hash(g + 2.7)) * 0.6 + 0.2; // star position in cell float dot_ = smoothstep(0.12, 0.02, length(fract(uv * n) - o)); return step(th, h) * tw * dot_; } float glow(vec2 p, float k) { return exp(-dot(p, p) * k); } vec3 scCielo(vec2 uv) { // sky gradient: colorB at the horizon -> colorA at the zenith vec3 sky = mix(uColorB, uColorA, clamp(uv.y * 0.9 + 0.45, 0.0, 1.0)); vec2 sp = vec2(0.42, 0.24 + 0.04 * sin(uT * 0.05)); sky += vec3(1.0, 0.9, 0.7) * glow(uv - sp, 55.0) * (1.1 + 0.6 * uBass * aMix); float c1 = fbm(uv * vec2(2.0, 4.5) + vec2(uT * 0.05, 0.0)); float c2 = fbm(uv * vec2(3.5, 7.5) + vec2(uT * 0.11, 3.0)); float cl = smoothstep(0.42, 0.75, c1 * 0.6 + c2 * 0.5 + uMid * 0.12 * aMix); vec3 cloud = mix(sky, vec3(1.0), 0.75); return mix(sky, cloud, cl * 0.85); } vec3 scAurora(vec2 uv) { vec3 col = mix(uColorA * 0.22, vec3(0.0, 0.0, 0.03), clamp(uv.y + 0.55, 0.0, 1.0)); col += vec3(stars(uv, 26.0, 0.985)) * 0.8; for (int i = 0; i < 3; i++) { float fi = float(i); float yb = -0.08 + fi * 0.30 + 0.10 * fbm(vec2(uv.x * 1.5 + fi * 3.0, uT * 0.1)); float band = exp(-pow((uv.y - yb) * (18.0 - 5.0 * uBass * aMix), 2.0)); float sway = fbm(vec2(uv.x * 2.5 - uT * (0.15 + 0.05 * fi), fi * 7.0)); col += mix(uColorB, uColorA, sway) * band * (0.25 + 1.1 * sway) * (0.55 + 1.1 * uBass * aMix); } return col; } vec3 scMare(vec2 uv) { float hor = 0.08; vec2 sp = vec2(0.0, hor + 0.16); if (uv.y > hor) { vec3 sky = mix(uColorB, uColorA * 0.55 + 0.12, clamp((uv.y - hor) * 1.8, 0.0, 1.0)); sky += vec3(1.0, 0.85, 0.6) * glow(uv - sp, 40.0) * (0.9 + 0.5 * uBass * aMix); return sky; } float d = hor - uv.y; float z = 1.0 / (d * 3.0 + 0.07); // fake perspective depth vec2 wuv = vec2(uv.x * z, z * 0.8 + uT * (0.35 + 0.45 * uBass * aMix)); float w = fbm(wuv * 2.0); vec3 sea = mix(uColorA * 0.45, uColorB, w * 0.6 + 0.12); float crest = smoothstep(0.55, 0.85, w + 0.22 * uBass * aMix); sea += vec3(1.0, 0.96, 0.88) * crest * 0.5 * smoothstep(0.0, 0.35, d); // sun glitter lane sea += vec3(1.0, 0.9, 0.7) * stars(wuv, 12.0, 0.93) * smoothstep(0.28, 0.0, abs(uv.x)) * (0.35 + uTreble * aMix); return sea; } vec3 scMontagne(vec2 uv) { vec3 col = mix(uColorB, uColorA, clamp(uv.y * 1.4 + 0.35, 0.0, 1.0)); col += vec3(1.0, 0.8, 0.55) * glow(uv - vec2(0.2, 0.12), 26.0) * 0.8; for (int i = 0; i < 4; i++) { float fi = float(i); float x = uv.x * (0.8 + fi * 0.5) + uT * (0.015 + 0.045 * fi) * (1.0 + 1.5 * uMid * aMix) + fi * 13.7; float ridge = 0.05 - fi * 0.16 + fbm(vec2(x, fi * 4.2)) * (0.42 - fi * 0.06); float m = smoothstep(0.005, -0.005, uv.y - ridge); vec3 mcol = mix(uColorA * (0.55 - fi * 0.12), vec3(0.015), fi / 4.0); col = mix(col, mcol, m); } return col; } vec3 scGalassia(vec2 uv) { vec2 p = uv * 1.3; float r = length(p), a = atan(p.y, p.x); float arm = sin(a * 2.0 + log(r + 0.05) * 5.0 - uT * 0.3) * 0.5 + 0.5; float neb = fbm(p * 3.0 + arm * 1.5) * arm * exp(-r * 1.7); vec3 col = mix(uColorA, uColorB, clamp(neb * 2.2, 0.0, 1.0)) * neb * (2.2 + 1.5 * uBass * aMix); col += vec3(1.0, 0.95, 0.85) * glow(p, 16.0) * (1.0 + 0.8 * uBeat * aMix); col += vec3(stars(uv, 34.0, 0.988)) * (0.45 + 0.5 * uTreble * aMix); return col; } // Raymarched morphing solid (box <-> octahedron <-> sphere), palette-lit. float sdSolid(vec3 p) { p.xz *= rot(uT * 0.5); p.xy *= rot(uT * 0.32); float m = 0.5 + 0.5 * sin(uT * 0.4); float pump = 1.0 + 0.18 * uBeat * aMix + 0.1 * uBass * aMix; vec3 q = abs(p); float box = max(q.x, max(q.y, q.z)) - 0.62 * pump; float oct = (q.x + q.y + q.z - 0.95 * pump) * 0.577; float sph = length(p) - 0.72 * pump; return mix(mix(box, oct, m), sph, 0.5 + 0.5 * sin(uT * 0.23 + 2.0)); } vec3 scSolidi(vec2 uv) { vec3 ro = vec3(0.0, 0.0, -4.2), rd = normalize(vec3(uv, 1.5)); float t = 0.0; float hit = -1.0; for (int i = 0; i < 48; i++) { float d = sdSolid(ro + rd * t); if (d < 0.002) { hit = t; break; } t += d; if (t > 8.0) break; } vec3 col = mix(uColorA * 0.16, vec3(0.01), clamp(uv.y + 0.5, 0.0, 1.0)); // dark backdrop col += vec3(stars(uv, 30.0, 0.99)) * 0.3; if (hit > 0.0) { vec3 p = ro + rd * hit; vec2 h = vec2(0.004, 0.0); vec3 n = normalize(vec3(sdSolid(p + h.xyy) - sdSolid(p - h.xyy), sdSolid(p + h.yxy) - sdSolid(p - h.yxy), sdSolid(p + h.yyx) - sdSolid(p - h.yyx))); float li = clamp(dot(n, normalize(vec3(0.6, 0.7, -0.5))), 0.0, 1.0); float rim = pow(1.0 - clamp(dot(n, -rd), 0.0, 1.0), 2.5); col = mix(uColorA, uColorB, 0.5 + 0.5 * n.y) * (0.25 + 0.85 * li) + uColorB * rim * (0.7 + 0.8 * uBeat * aMix); } return col; } vec3 scGriglia(vec2 uv) { float hor = 0.02; vec3 col; if (uv.y > hor) { col = mix(uColorA * 0.2, vec3(0.005), clamp((uv.y - hor) * 1.6, 0.0, 1.0)); col += vec3(stars(uv, 28.0, 0.985)) * 0.5; // striped retro sun vec2 sp = vec2(0.0, hor + 0.24); float sd = length(uv - sp); float disc = smoothstep(0.20, 0.19, sd); float stripe = step(0.35, fract(uv.y * 34.0 + uT * 0.5)); col = mix(col, mix(uColorB, uColorA, clamp((uv.y - hor) * 3.0, 0.0, 1.0)), disc * max(stripe, step(uv.y, sp.y))); col += uColorB * glow(uv - sp, 22.0) * 0.35; } else { float d = hor - uv.y; float z = 1.0 / (d * 4.0 + 0.06); vec2 g = vec2(uv.x * z * 1.6, z * 1.2 + uT * (1.1 + 1.6 * uBass * aMix)); vec2 fg = abs(fract(g) - 0.5); float line = smoothstep(0.46, 0.5, max(fg.x, fg.y)); col = uColorA * 0.10 + uColorB * line * (0.7 + 0.9 * uBass * aMix) * smoothstep(0.0, 0.12, d); } return col; } // Fly-through square tunnel: receding neon frames (colorB) inside a scaffold // of light-streaked walls (colorA), rolling camera, punch on the beat. vec3 scTunnelNeon(vec2 uv) { vec2 p = rot(uT * 0.12 + 0.25 * sin(uT * 0.21)) * uv; // camera roll float r = max(abs(p.x), abs(p.y)) + 0.001; // square tunnel radius float z = 0.32 / r + uT * (1.1 + 1.8 * uBass * aMix); // depth along the tunnel float att = clamp(r * 3.2, 0.0, 1.0) * smoothstep(0.0, 0.045, r); // gentle far-end fade // gold neon frames at regular depth intervals (a thin core + a wide halo), // plus a finer secondary grid of thin lines between them float fz = abs(fract(z) - 0.5); float frame = smoothstep(0.045, 0.0, fz); float halo = smoothstep(0.38, 0.0, fz); float fz2 = abs(fract(z * 3.0) - 0.5); float thin = smoothstep(0.06, 0.0, fz2) * 0.35; // corner rails where the walls meet float corner = smoothstep(0.10, 0.0, abs(abs(p.x) - abs(p.y)) / r); // blue-lit scaffold: streaks stretched along the direction of travel float wall = (abs(p.x) > abs(p.y) ? p.y / abs(p.x) : p.x / abs(p.y)); // -1..1 across the wall float streak = fbm(vec2(wall * 8.0, z * 0.35)); streak = smoothstep(0.35, 0.72, streak); float ribs = smoothstep(0.7, 0.95, sin(wall * 24.0) * 0.5 + 0.5); // thin cross bars float punch = 1.0 + 0.9 * uBeat * aMix; vec3 col = uColorA * (streak * (1.2 + 1.2 * uMid * aMix) + ribs * halo * 0.5) * att; col += uColorB * (frame * 1.8 + thin + halo * 0.35) * punch * att; col += mix(uColorB, vec3(1.0), 0.4) * corner * frame * 0.8 * att; col += uColorB * glow(uv, 9.0) * 0.35 * (1.0 + uBass * aMix); // hot core at the far end return col; } // Erupting plasma column: domain-warped smoke body, ridged electric filaments, // sparks blown outward, widening into a mushroom cloud at the top. vec3 scTempesta(vec2 uv) { vec2 p = uv; float rise = uT * (0.45 + 0.8 * uBass * aMix); // wobbling centreline and a width that flares at the top and near the ground float cx = 0.16 * (fbm(vec2(p.y * 1.6, uT * 0.18)) - 0.5); float w = 0.20 + 0.12 * fbm(vec2(p.y * 2.2 - rise, 7.0)) + 0.35 * smoothstep(0.30, 0.90, p.y) // mushroom head + 0.20 * smoothstep(-0.35, -0.80, p.y); // ground splash float body = exp(-pow((p.x - cx) / w, 2.0) * 4.0); // turbulent plasma: warped fbm, ridged for fine bright filaments vec2 q = p * 3.4 + vec2(0.0, -rise * 2.4); float n = fbm(q + 2.2 * vec2(fbm(q + vec2(0.0, rise)), fbm(q + 5.2))); float fil = pow(1.0 - abs(2.0 * n - 1.0), 9.0); float smoke = smoothstep(0.42, 0.85, n) * (0.4 + 0.6 * n); vec3 col = uColorA * smoke * body * (0.9 + 0.6 * uMid * aMix); col += mix(uColorB, vec3(1.0), 0.25) * fil * body * (0.8 + 1.3 * uBass * aMix + 1.0 * uBeat * aMix); // persistent hot core so the column never fades out between noise pockets float core = exp(-pow((p.x - cx) / (w * 0.45), 2.0) * 3.0); col += mix(uColorA, uColorB, 0.5 + 0.5 * n) * core * (0.30 + 0.55 * n) * (0.7 + 0.9 * uBass * aMix); // sparks streaming outward (cells drift up and away from the column) vec2 sp = vec2(p.x * (1.3 + 0.6 * p.y) - sign(p.x) * rise * 0.25, p.y - rise * 0.8); col += mix(uColorB, vec3(1.0, 0.92, 0.96), 0.5) * stars(sp, 26.0, 0.86) * (0.7 + 1.6 * uTreble * aMix) * smoothstep(1.25, 0.15, abs(p.x)) * (0.3 + body); return col; } vec3 fieldRGB(int f, vec2 uv) { if (f == 34) return scCielo(uv); if (f == 35) return scAurora(uv); if (f == 36) return scMare(uv); if (f == 37) return scMontagne(uv); if (f == 38) return scGalassia(uv); if (f == 39) return scSolidi(uv); if (f == 40) return scGriglia(uv); if (f == 41) return scTunnelNeon(uv); return scTempesta(uv); // f == 42 } vec3 colorizeRGB(vec3 c, vec2 uv0) { vec3 hsv = rgb2hsv(clamp(c, 0.0, 4.0)); hsv.x = fract(hsv.x + uHueBase + uHueCycle * uT * 0.4); hsv.y = clamp(hsv.y * uSat, 0.0, 1.0); vec3 col = hsv2rgb(hsv); col *= 0.8 + 0.35 * uLevel * aMix + 0.3 * uBeat * aMix; // pulse with loudness col = pow(max(col, 0.0), vec3(0.55 + 0.55 * uContrast)); if (uInvert > 0.5) col = vec3(1.0) - col; col *= 1.0 - 0.22 * dot(uv0, uv0); return col; } float field(int f, vec2 uv) { if (f == 0) return famJulia(uv); if (f == 1) return famMandel(uv); if (f == 2) return famPlasma(uv); if (f == 3) return famVortex(uv); if (f == 4) return famWaves(uv); if (f == 5) return famCells(uv); if (f == 6) return famHyper(uv); if (f == 7) return famTunnel(uv); if (f == 8) return famMoire(uv); if (f == 9) return famTruchet(uv); if (f == 10) return famGyroid(uv); if (f == 11) return famHex(uv); if (f == 12) return famGrid(uv); if (f == 13) return famClouds(uv); if (f == 14) return famSpiral(uv); if (f == 16) return famDancers(uv); if (f == 17) return famDancerSolo(uv); if (f == 18) return famSilhouettes(uv); if (f == 19) return famCustom(uv); if (f == 20) return famVUBars(uv); if (f == 21) return famVUNeedle(uv); if (f == 22) return famVUStereo(uv); if (f == 23) return famWave(uv); if (f == 24) return famWaveCircle(uv); if (f == 25) return famTriBand(uv); if (f == 26) return famBass(uv); if (f == 27) return famMid(uv); if (f == 28) return famTreble(uv); return famCrystals(uv); // f == 15 } vec3 colorize(float v, vec2 uv0) { v = clamp(v, 0.0, 1.0); vec3 hsv = rgb2hsv(mix(uColorA, uColorB, v)); hsv.x = fract(hsv.x + uHueBase + uHueCycle * uT + uTreble * 0.06 * aMix); hsv.y = clamp(hsv.y * uSat, 0.0, 1.0); // Brightness clearly pulses with the loudness and punches on the beat. hsv.z = pow(clamp(hsv.z, 0.0, 1.0), uContrast) * (0.5 + 1.3 * uLevel * aMix + 0.6 * uBeat * aMix); vec3 col = hsv2rgb(hsv); if (uInvert > 0.5) col = vec3(1.0) - col; // For silhouette/meter effects, fade the empty field to black. col *= mix(1.0, smoothstep(0.0, 0.04, v), uBgDark); col += (uBeat * 0.35 + uLevel * 0.12) * aMix; col *= 1.0 - 0.28 * dot(uv0, uv0); return col; } void main() { uT = uTime * uSpeed; aMix = uAudioMix; vec2 uv0 = (gl_FragCoord.xy - 0.5 * uRes) / uRes.y; vec2 uv = rot(uRot + uRotSpeed * uT) * uv0; // Scenic families get a gentler bass-zoom so the horizon doesn't pump wildly. float zoomAmt = uFamily >= 34 ? 0.18 : 0.8; uv /= (uScale * (1.0 + uBass * zoomAmt * aMix)); if (uSym > 0.5) { float a = atan(uv.y, uv.x), r = length(uv); a = mod(a, 6.2831853 / uSym); a = abs(a - 3.14159265 / uSym); uv = vec2(cos(a), sin(a)) * r; } if (uWarp > 0.001) { uv += uWarp * vec2(fbm(uv * 2.0 + uT * 0.1), fbm(uv * 2.0 - uT * 0.1 + 3.3)); } if (uFamily >= 34) { fragColor = vec4(colorizeRGB(fieldRGB(uFamily, uv), uv0), 1.0); return; } float v = field(uFamily, uv); fragColor = vec4(colorize(v, uv0), 1.0); } `; window.SHADERS = { vert: VERT, frag: FRAG };