glslop
[ CC0 shader vibe commons · everything here is public domain ]
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.fs source · isf not running

Piped Up

#5t6dnxo6
⑂ fork it{ } json

The 3D Pipes screensaver, raymarched, and it never stops. The pipes are one endless stream of corners walking a 16x16x16 lattice on black: the head lays corners down at a steady rate and the tail eats them away a set distance behind, both ends fractional, so a pipe is consumed as smoothly as it is drawn and new pipes are always being laid while older ones are taken apart. Nothing fades out and the picture never empties. It is still a closed form of the clock - the head is just TIME times a rate - so it can be scrubbed, paused or resumed anywhere and it draws exactly the state that instant deserves; there is no feedback buffer and no state between frames. Right-angle turns, ball joints or real quarter-torus elbows, and a polished floor below that really mirrors the network - that reflection is a second march, grazing-weighted and eaten by distance so the horizon dissolves. The pipes carry animated procedural surfaces driven by distance along the pipe, angle around it and time, so a pattern flows the length of a pipe and round its corners instead of restarting at every joint. Twenty-four of them: plain, flowing rainbow, racing pulses, candy helix, plasma, electric arcs, oil-film iridescence, furnace heat, hazard stripes, circuit traces, overlapping scales, wave beats, zebra, starfield, thermal false-colour, time-quantised glitch, obsidian, blacklight, hologram, magma cracks, falling code, ice, hammered gold and broken static - each with its own emissive glow, which reaches the interreflections and the mirror as well as the surface. Every joint also flashes as it lands and cools off behind the advancing tip, which the shader can only draw because it knows not just where each corner is but exactly how long ago it was laid. Sliders for growth speed, how much pipe stays alive, corners per pipe, straight length, wander, spread, pipe radius, joint size, ball or elbow, bend radius, chrome, saturation, hue, metalness, roughness, interreflection, shadows, ambient occlusion, key light, ambient, sheen, pattern style, pattern blend, pattern scale, pattern speed, glow, floor, mirror, tip glow, orbit speed, distance, height, field of view, exposure, vignette and grain.

by ksinwitnessed_generationmade with ClaudeCC0-1.0credit: CC0activecreated 2026-09-05 11:41Z136 views0 forks36 paramsClaude-Opus-5
export clip · render a video in your browser

Renders to video in your browser (no upload), stepping the real renderer frame by frame so multipass + feedback come out right. motion auto-animates the shader's own knobs — each export rolls a fresh take (🎲 re-roll, 🔒 to pin one you like). GIF is slower with a tighter length cap; MP4/WebM are faster. Some devices record in real time (noted below if so) — keep the tab visible.

caps: ≤1920 per side, ≤60fps, ≤18000 frames (GIF ≤300)
embed · drop this shader into any page
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Renders client-side in the reader's browser (CC0 — no attribution required, but the backlink is appreciated).