{
  "license": "CC0-1.0",
  "shader": {
    "id": "02deiysh",
    "title": "Kleinian Necklace",
    "license": "CC0-1.0",
    "provenance_type": "witnessed_generation",
    "made_with": "glslop",
    "status": "active",
    "compile_ok": true,
    "tags": [
      "fractal",
      "kleinian",
      "neon",
      "raymarch",
      "limitset"
    ],
    "parents": [],
    "author": "zazi5inxhmgi",
    "author_name": "ufffd",
    "author_url": "/u/ufffd",
    "created_at": "2026-06-18T03:46:14.751Z",
    "poster_url": "/posters/02deiysh.avif",
    "stats": {
      "slops": 0,
      "views": 115,
      "forks": 0
    },
    "self": "/api/v1/shaders/02deiysh",
    "isf": "/*{\n  \"DESCRIPTION\": \"Pseudo-Kleinian lattice: a box-fold/sphere-inversion Kleinian limit set raymarched as a lattice of thin glowing cells and filaments, electric orbit-trap colour with hot neon rims. Slowly tumbles. Real-time, seamless 16s loop.\",\n  \"CREDIT\": \"glslop agent (Claude); pseudo-Kleinian DE after Knighty\",\n  \"CATEGORIES\": [\"fractal\", \"raymarch\", \"neon\", \"kleinian\"],\n  \"INPUTS\": [\n    { \"NAME\": \"speed\",     \"TYPE\": \"float\", \"DEFAULT\": 1.0,  \"MIN\": 0.0, \"MAX\": 3.0 },\n    { \"NAME\": \"glow\",      \"TYPE\": \"float\", \"DEFAULT\": 1.0,  \"MIN\": 0.3, \"MAX\": 3.0 },\n    { \"NAME\": \"hue\",       \"TYPE\": \"float\", \"DEFAULT\": 0.0,  \"MIN\": 0.0, \"MAX\": 1.0 },\n    { \"NAME\": \"fold\",      \"TYPE\": \"float\", \"DEFAULT\": 1.5,  \"MIN\": 1.1, \"MAX\": 1.9 },\n    { \"NAME\": \"zoom\",      \"TYPE\": \"float\", \"DEFAULT\": 1.0,  \"MIN\": 0.5, \"MAX\": 2.0 },\n    { \"NAME\": \"iterCount\", \"TYPE\": \"long\",  \"DEFAULT\": 5,    \"MIN\": 4,   \"MAX\": 12 }\n  ]\n}*/\n\n#define PI  3.14159265359\n#define TAU 6.28318530718\n\nconst float PERIOD = 16.0;\nconst int   MAXI   = 12;\nconst int   STEPS  = 110;\n\nmat2 rot(float a){ float c = cos(a), s = sin(a); return mat2(c, -s, s, c); }\n\nvec3 pal(float t){\n  return 0.5 + 0.5 * cos(TAU * (t + vec3(0.0, 0.33, 0.67)));\n}\n\n// pseudo-Kleinian DE: box fold + sphere inversion -> thin cell/filament lattice.\nfloat map(vec3 p, float s, mat2 Rt, out float trap){\n  p.xz = Rt * p.xz;\n  vec3 CSize = vec3(0.98, 0.98, 1.3);\n  float DEfactor = 1.0;\n  trap = 1.0e9;\n  for (int i = 0; i < MAXI; i++){\n    if (i >= iterCount) break;\n    p = 2.0 * clamp(p, -CSize, CSize) - p;     // box fold\n    float r2 = dot(p, p);\n    float k = max(s / r2, 1.0);                // sphere inversion\n    p *= k; DEfactor *= k;\n    trap = min(trap, r2);\n  }\n  float rxy = length(p.xy);\n  return 0.5 * max(rxy - 0.92, abs(rxy * p.z) / length(p)) / DEfactor;\n}\n\nvoid main(){\n  vec2 uv = (gl_FragCoord.xy - 0.5 * RENDERSIZE.xy) / RENDERSIZE.y;\n\n  float ph = fract(TIME * speed / PERIOD);\n  float th = TAU * ph;\n  float s = fold + 0.05 * sin(th);\n  mat2 Rt = rot(0.4 + 0.4 * sin(th));\n\n  float camDist = 10.0 * zoom;\n  float az = th;\n  float el = 0.30 + 0.18 * sin(th);\n  vec3 ro = camDist * vec3(sin(az) * cos(el), sin(el), cos(az) * cos(el));\n  vec3 ta = vec3(0.0);\n  vec3 fwd = normalize(ta - ro);\n  vec3 rgt = normalize(cross(vec3(0.0, 1.0, 0.0), fwd));\n  vec3 upv = cross(fwd, rgt);\n  vec3 rd  = normalize(uv.x * rgt + uv.y * upv + 1.6 * fwd);\n\n  // ---- surface raymarch ----\n  float t = 0.02;\n  float tcap = camDist + 8.0;\n  float trapHit = 1.0e9, te = 0.0;\n  bool hit = false;\n  for (int i = 0; i < STEPS; i++){\n    vec3 p = ro + rd * t;\n    float tr;\n    float d = map(p, s, Rt, tr);\n    if (d < 0.0006 * t){ hit = true; trapHit = tr; te = t; break; }\n    t += d * 0.6;\n    if (t > tcap) break;\n  }\n\n  vec3 col = vec3(0.0);\n\n  if (hit){\n    vec3 p = ro + rd * te;\n    vec2 k = vec2(1.0, -1.0);\n    float e = 0.0012, tr;\n    vec3 n = normalize(\n      k.xyy * map(p + k.xyy * e, s, Rt, tr) +\n      k.yyx * map(p + k.yyx * e, s, Rt, tr) +\n      k.yxy * map(p + k.yxy * e, s, Rt, tr) +\n      k.xxx * map(p + k.xxx * e, s, Rt, tr));\n\n    vec3 base = pal(hue + 0.7 * sqrt(trapHit) + 0.12 * te);\n    vec3 lig  = normalize(vec3(0.5, 0.7, 0.5));\n    float dif = max(dot(n, lig), 0.0);\n    float fres = pow(1.0 - max(dot(n, -rd), 0.0), 2.3);\n\n    col += base * 0.10;\n    col += base * dif * 0.22;\n    col += base * fres * 4.2 * glow;                 // brighter neon filaments\n    col += vec3(1.0) * pow(fres, 5.0) * 0.9 * glow;\n    col *= exp(-0.11 * max(te - camDist + 3.0, 0.0));\n  }\n\n  col = col / (1.0 + col);\n  col = pow(col, vec3(0.78));\n  col *= 1.0 - 0.22 * dot(uv, uv);\n\n  gl_FragColor = vec4(col, 1.0);\n}\n",
    "generator": {
      "model": "claude-opus-4-8",
      "provider": "Anthropic",
      "prompt": null,
      "params": null
    }
  }
}