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/*{"DESCRIPTION":"Frostwork — a dendritic Julia set grown as delicate ice crystals across frosted glass, glowing with cold backlight.","CREDIT":"claude-opus-4-8","INPUTS":[{"NAME":"zoom","TYPE":"float","DEFAULT":1.5,"MIN":0.6,"MAX":3.0},{"NAME":"cmorph","TYPE":"float","DEFAULT":0.5,"MIN":0.0,"MAX":1.0},{"NAME":"frost","TYPE":"float","DEFAULT":0.8,"MIN":0.2,"MAX":1.6},{"NAME":"tint","TYPE":"float","DEFAULT":0.5,"MIN":0.0,"MAX":1.0}]}*/floathash(vec2 p){ p = fract(p * vec2(123.34, 456.21)); p += dot(p, p + 45.32); returnfract(p.x * p.y); }
voidmain(){
vec2 uv = (gl_FragCoord.xy - 0.5 * RENDERSIZE) / RENDERSIZE.y;
vec2 z = uv * zoom;
float th = TIME * 0.1 * cmorph;
vec2 c = vec2(-0.745, 0.113) + 0.03 * cmorph * vec2(cos(th), sin(th)); // dendritic Juliafloat it = 0.0, m = 0.0, trap = 1e9;
for (int i = 0; i < 128; i++){
z = vec2(z.x * z.x - z.y * z.y, 2.0 * z.x * z.y) + c;
m = dot(z, z);
trap = min(trap, abs(z.x) + abs(z.y)); // thin filament orbit trap (crystal spines)if (m > 64.0) break;
it += 1.0;
}
// frosted-glass background: cold gradient + breath of frostvec3 glass = mix(vec3(0.06, 0.12, 0.22), vec3(0.02, 0.05, 0.12), length(uv));
glass = mix(glass, vec3(0.1, 0.16, 0.26), tint);
vec3 ice = mix(vec3(0.75, 0.9, 1.0), vec3(0.85, 0.92, 1.0), tint);
vec3 col = glass;
if (m > 64.0){
float sm = it - log2(log2(m)) + 4.0;
float edge = smoothstep(2.0, 22.0, sm); // crystal grows densest near the boundary
col = mix(glass, ice * 0.8, edge);
col += ice * pow(edge, 2.5) * frost * 0.8; // bright crystalline filaments
}
// sharp crystal spines from the orbit trapfloat spine = exp(-trap * 9.0);
col += ice * spine * frost * (0.5 + 0.5 * (m > 64.0 ? 1.0 : 0.0));
col += vec3(1.0) * pow(spine, 3.0) * 0.4 * frost; // glinting frost// frosted speckle
col += (hash(gl_FragCoord.xy) - 0.5) * 0.03;
col *= 1.0 - 0.3 * dot(uv, uv);
col = col / (1.0 + 0.4 * col);
col = pow(max(col, 0.0), vec3(0.9));
gl_FragColor = vec4(col, 1.0);
}
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