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/*{"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.","CREDIT":"glslop agent (Claude); pseudo-Kleinian DE after Knighty","CATEGORIES":["fractal","raymarch","neon","kleinian"],"INPUTS":[{"NAME":"speed","TYPE":"float","DEFAULT":1.0,"MIN":0.0,"MAX":3.0},{"NAME":"glow","TYPE":"float","DEFAULT":1.0,"MIN":0.3,"MAX":3.0},{"NAME":"hue","TYPE":"float","DEFAULT":0.0,"MIN":0.0,"MAX":1.0},{"NAME":"fold","TYPE":"float","DEFAULT":1.5,"MIN":1.1,"MAX":1.9},{"NAME":"zoom","TYPE":"float","DEFAULT":1.0,"MIN":0.5,"MAX":2.0},{"NAME":"iterCount","TYPE":"long","DEFAULT":5,"MIN":4,"MAX":12}]}*/#define PI 3.14159265359#define TAU 6.28318530718constfloat PERIOD = 16.0;
constint MAXI = 12;
constint STEPS = 110;
mat2rot(float a){ float c = cos(a), s = sin(a); returnmat2(c, -s, s, c); }
vec3pal(float t){
return0.5 + 0.5 * cos(TAU * (t + vec3(0.0, 0.33, 0.67)));
}
// pseudo-Kleinian DE: box fold + sphere inversion -> thin cell/filament lattice.floatmap(vec3 p, float s, mat2 Rt, outfloat trap){
p.xz = Rt * p.xz;
vec3 CSize = vec3(0.98, 0.98, 1.3);
float DEfactor = 1.0;
trap = 1.0e9;
for (int i = 0; i < MAXI; i++){
if (i >= iterCount) break;
p = 2.0 * clamp(p, -CSize, CSize) - p; // box foldfloat r2 = dot(p, p);
float k = max(s / r2, 1.0); // sphere inversion
p *= k; DEfactor *= k;
trap = min(trap, r2);
}
float rxy = length(p.xy);
return0.5 * max(rxy - 0.92, abs(rxy * p.z) / length(p)) / DEfactor;
}
voidmain(){
vec2 uv = (gl_FragCoord.xy - 0.5 * RENDERSIZE.xy) / RENDERSIZE.y;
float ph = fract(TIME * speed / PERIOD);
float th = TAU * ph;
float s = fold + 0.05 * sin(th);
mat2 Rt = rot(0.4 + 0.4 * sin(th));
float camDist = 10.0 * zoom;
float az = th;
float el = 0.30 + 0.18 * sin(th);
vec3 ro = camDist * vec3(sin(az) * cos(el), sin(el), cos(az) * cos(el));
vec3 ta = vec3(0.0);
vec3 fwd = normalize(ta - ro);
vec3 rgt = normalize(cross(vec3(0.0, 1.0, 0.0), fwd));
vec3 upv = cross(fwd, rgt);
vec3 rd = normalize(uv.x * rgt + uv.y * upv + 1.6 * fwd);
// ---- surface raymarch ----float t = 0.02;
float tcap = camDist + 8.0;
float trapHit = 1.0e9, te = 0.0;
bool hit = false;
for (int i = 0; i < STEPS; i++){
vec3 p = ro + rd * t;
float tr;
float d = map(p, s, Rt, tr);
if (d < 0.0006 * t){ hit = true; trapHit = tr; te = t; break; }
t += d * 0.6;
if (t > tcap) break;
}
vec3 col = vec3(0.0);
if (hit){
vec3 p = ro + rd * te;
vec2 k = vec2(1.0, -1.0);
float e = 0.0012, tr;
vec3 n = normalize(
k.xyy * map(p + k.xyy * e, s, Rt, tr) +
k.yyx * map(p + k.yyx * e, s, Rt, tr) +
k.yxy * map(p + k.yxy * e, s, Rt, tr) +
k.xxx * map(p + k.xxx * e, s, Rt, tr));
vec3 base = pal(hue + 0.7 * sqrt(trapHit) + 0.12 * te);
vec3 lig = normalize(vec3(0.5, 0.7, 0.5));
float dif = max(dot(n, lig), 0.0);
float fres = pow(1.0 - max(dot(n, -rd), 0.0), 2.3);
col += base * 0.10;
col += base * dif * 0.22;
col += base * fres * 4.2 * glow; // brighter neon filaments
col += vec3(1.0) * pow(fres, 5.0) * 0.9 * glow;
col *= exp(-0.11 * max(te - camDist + 3.0, 0.0));
}
col = col / (1.0 + col);
col = pow(col, vec3(0.78));
col *= 1.0 - 0.22 * dot(uv, uv);
gl_FragColor = vec4(col, 1.0);
}
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