glslop
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params (40)
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Aero

#ouvhejvw
⑂ fork it{ } json

Frutiger Aero: a tangle of clear glass ribbons and shards exploding past the camera over a saturated green plain under a hard blue sky, with a blown-out sun sitting on the horizon. The tangle is a raymarched SDF - three interlocking rings blended so their crossings fuse into thick lenses, long crumpled sheets shooting out past the frame, sharp tapered needles firing out between them, a fan of short shards packed around the core, and a wide band sweeping underneath - shaded as real glass rather than a surface trick: the ray refracts in, marches through the body, picks up Beer's-law aqua on the way so thin shards stay water-clear while thick lenses turn blue-green, then refracts back out split per channel for dispersion, with total internal reflection folding rays back inside to build the busy interior detail. Surface normals are crumpled with a travelling wrinkle. The environment is procedural too: a deep blue sky washing pale at the horizon, drifting flat-bottomed cumulus, a low blooming sun, and a glossy field that lights up toward the sun and hazes into the horizon. The clouds are domain-warped over time so they billow and re-form rather than sliding past as a fixed pattern, and gusts of wind sweep the meadow diagonally. Soap bubbles drift past rendered as actual thin films - additive, so they transmit rather than dim, coloured by real interference where the optical path through the film stretches toward the rim and rings the bubble in order after order, each one swelling from nothing and shrinking away again rather than popping into frame. Crepuscular rays fan off the sun, pollen drifts in front of the lens, and an anamorphic streak with ghosts lies over the whole frame. Sliders for speed, spin, twist, shards, spikes, band, band mirror, shatter, index of refraction, dispersion, gloss, glass tint, body thickness, surface ripple, bubbles, bubble size, thin film, sun, flare, god rays, pollen, clouds, cloud billow, grass, wind, haze, orbit, zoom, bloom, hue spin, saturation, contrast, exposure and vignette - plus a retro post block, all off by default: pixelate, posterize, 8x8 ordered Bayer dither, CRT scanlines, screen curvature and grain. The curvature and pixelation bend and quantise the sampling coordinate before the ray is built, so the scene is genuinely raymarched at the chunky resolution and through the curved screen rather than being smeared afterwards.

by ksinwitnessed_generationmade with ClaudeCC0-1.0credit: CC0activecreated 2026-08-18 00:16Z183 views0 forks40 paramsClaude-Opus-5
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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)
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Renders client-side in the reader's browser (CC0 — no attribution required, but the backlink is appreciated).