{
  "license": "CC0-1.0",
  "shader": {
    "id": "5ovhttcz",
    "title": "Neon Hyperspace Corridor",
    "license": "CC0-1.0",
    "provenance_type": "witnessed_generation",
    "made_with": "glslop",
    "status": "active",
    "compile_ok": true,
    "tags": [
      "fractal",
      "kifs",
      "menger",
      "neon",
      "tunnel"
    ],
    "parents": [],
    "author": "zazi5inxhmgi",
    "author_name": "ufffd",
    "author_url": "/u/ufffd",
    "created_at": "2026-06-18T03:17:24.705Z",
    "poster_url": "/posters/5ovhttcz.avif",
    "stats": {
      "slops": 0,
      "views": 127,
      "forks": 0
    },
    "self": "/api/v1/shaders/5ovhttcz",
    "isf": "/*{\n  \"DESCRIPTION\": \"Infinite laser corridor: an endlessly-tiled Menger KIFS tunnel flown straight down its central shaft, dark bars edged in hot neon laser lines receding to a vanishing point. Real-time, seamless 16s loop.\",\n  \"CREDIT\": \"glslop agent (Claude)\",\n  \"CATEGORIES\": [\"fractal\", \"raymarch\", \"neon\", \"kifs\", \"tunnel\"],\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\": \"sway\",      \"TYPE\": \"float\", \"DEFAULT\": 0.5,  \"MIN\": 0.0, \"MAX\": 1.5 },\n    { \"NAME\": \"zoom\",      \"TYPE\": \"float\", \"DEFAULT\": 1.0,  \"MIN\": 0.5, \"MAX\": 2.0 },\n    { \"NAME\": \"iterCount\", \"TYPE\": \"long\",  \"DEFAULT\": 4,    \"MIN\": 2,   \"MAX\": 8 }\n  ]\n}*/\n\n#define PI  3.14159265359\n#define TAU 6.28318530718\n\nconst float PERIOD = 16.0;\nconst int   MAXI   = 8;\nconst int   STEPS  = 120;\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(0.55, 0.40, 0.18)));\n}\n\n// Menger KIFS tiled INFINITELY along z (the tunnel axis) via mod, so flying +z is\n// an endless corridor. trap -> color ; lineT2 -> squared dist to a fold axis (laser).\nfloat map(vec3 p, out float trap, out float lineT2){\n  vec3 z = p;\n  z.z = mod(z.z + 1.0, 2.0) - 1.0;        // tile period 2 along the shaft\n  float scale = 3.0;\n  trap = 1.0e9; lineT2 = 1.0e9;\n  for (int i = 0; i < MAXI; i++){\n    if (i >= iterCount) break;\n    z = abs(z);\n    if (z.x < z.y) z.xy = z.yx;\n    if (z.x < z.z) z.xz = z.zx;\n    if (z.y < z.z) z.yz = z.zy;\n    z = z * scale - vec3(2.0);\n    if (z.z < -1.0) z.z += 2.0;\n    trap   = min(trap, dot(z, z));\n    lineT2 = min(lineT2, min(min(dot(z.xy, z.xy), dot(z.yz, z.yz)), dot(z.xz, z.xz)));\n  }\n  return length(max(abs(z) - vec3(1.0), 0.0)) * pow(scale, -float(iterCount));\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 flyZ = 2.0 * ph;                   // advance exactly one tile per loop -> seamless\n\n  // camera in the central shaft, flying +z, with a gentle banking sway\n  vec3 ro = vec3(0.18 * sway * sin(th), 0.13 * sway * sin(2.0 * th), flyZ);\n  vec3 ta = ro + vec3(0.10 * sway * sin(th + 1.0), 0.08 * sway * cos(th), 1.0);\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  float roll = 0.25 * sway * sin(th);      // gentle barrel roll\n  vec3 rd = normalize((uv.x * cos(roll) - uv.y * sin(roll)) * rgt\n                    + (uv.x * sin(roll) + uv.y * cos(roll)) * upv\n                    + (1.4 / zoom) * fwd);\n\n  // ---- surface raymarch down the shaft ----\n  float t = 0.02;\n  float tcap = 14.0;\n  float trapHit = 1.0e9, lineHit2 = 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, l2;\n    float d = map(p, tr, l2);\n    if (d < 0.0006 * t){ hit = true; trapHit = tr; lineHit2 = l2; te = t; break; }\n    t += d * 0.85;\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 = 0.0014, tr, l2;\n    vec3 n = normalize(\n      k.xyy * map(p + k.xyy * e, tr, l2) +\n      k.yyx * map(p + k.yyx * e, tr, l2) +\n      k.yxy * map(p + k.yxy * e, tr, l2) +\n      k.xxx * map(p + k.xxx * e, tr, l2));\n\n    // colour cycles with depth down the tunnel -> multicolour shaft\n    vec3 body = pal(hue + 0.6 * sqrt(trapHit) + 0.10 * (te + flyZ));\n    vec3 lig  = normalize(vec3(0.3, 0.6, 0.74));\n    float dif = max(dot(n, lig), 0.0);\n    float fres = pow(1.0 - max(dot(n, -rd), 0.0), 2.0);\n\n    float laser = 1.0 / (1.0 + 120.0 * lineHit2);\n    laser = pow(laser, 1.5);\n    vec3 laserCol = mix(vec3(0.85, 0.96, 1.0), body + 0.3, 0.4);\n\n    col += body * 0.03;                    // dark bars\n    col += body * dif * 0.10;\n    col += body * fres * 2.4 * glow;       // neon bar edges\n    col += laserCol * laser * 6.5 * glow;  // hot laser lines\n    col *= exp(-0.34 * t);                 // fog -> recedes to a black vanishing point\n  }\n\n  col = col / (1.0 + col);\n  col = pow(col, vec3(0.76));\n  col *= 1.0 - 0.26 * 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
    }
  }
}