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/*{"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.","CREDIT":"glslop agent (Claude)","CATEGORIES":["fractal","raymarch","neon","kifs","tunnel"],"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":"sway","TYPE":"float","DEFAULT":0.5,"MIN":0.0,"MAX":1.5},{"NAME":"zoom","TYPE":"float","DEFAULT":1.0,"MIN":0.5,"MAX":2.0},{"NAME":"iterCount","TYPE":"long","DEFAULT":4,"MIN":2,"MAX":8}]}*/#define PI 3.14159265359#define TAU 6.28318530718constfloat PERIOD = 16.0;
constint MAXI = 8;
constint STEPS = 120;
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(0.55, 0.40, 0.18)));
}
// Menger KIFS tiled INFINITELY along z (the tunnel axis) via mod, so flying +z is// an endless corridor. trap -> color ; lineT2 -> squared dist to a fold axis (laser).floatmap(vec3 p, outfloat trap, outfloat lineT2){
vec3 z = p;
z.z = mod(z.z + 1.0, 2.0) - 1.0; // tile period 2 along the shaftfloat scale = 3.0;
trap = 1.0e9; lineT2 = 1.0e9;
for (int i = 0; i < MAXI; i++){
if (i >= iterCount) break;
z = abs(z);
if (z.x < z.y) z.xy = z.yx;
if (z.x < z.z) z.xz = z.zx;
if (z.y < z.z) z.yz = z.zy;
z = z * scale - vec3(2.0);
if (z.z < -1.0) z.z += 2.0;
trap = min(trap, dot(z, z));
lineT2 = min(lineT2, min(min(dot(z.xy, z.xy), dot(z.yz, z.yz)), dot(z.xz, z.xz)));
}
returnlength(max(abs(z) - vec3(1.0), 0.0)) * pow(scale, -float(iterCount));
}
voidmain(){
vec2 uv = (gl_FragCoord.xy - 0.5 * RENDERSIZE.xy) / RENDERSIZE.y;
float ph = fract(TIME * speed / PERIOD);
float th = TAU * ph;
float flyZ = 2.0 * ph; // advance exactly one tile per loop -> seamless// camera in the central shaft, flying +z, with a gentle banking swayvec3 ro = vec3(0.18 * sway * sin(th), 0.13 * sway * sin(2.0 * th), flyZ);
vec3 ta = ro + vec3(0.10 * sway * sin(th + 1.0), 0.08 * sway * cos(th), 1.0);
vec3 fwd = normalize(ta - ro);
vec3 rgt = normalize(cross(vec3(0.0, 1.0, 0.0), fwd));
vec3 upv = cross(fwd, rgt);
float roll = 0.25 * sway * sin(th); // gentle barrel rollvec3 rd = normalize((uv.x * cos(roll) - uv.y * sin(roll)) * rgt
+ (uv.x * sin(roll) + uv.y * cos(roll)) * upv
+ (1.4 / zoom) * fwd);
// ---- surface raymarch down the shaft ----float t = 0.02;
float tcap = 14.0;
float trapHit = 1.0e9, lineHit2 = 1.0e9, te = 0.0;
bool hit = false;
for (int i = 0; i < STEPS; i++){
vec3 p = ro + rd * t;
float tr, l2;
float d = map(p, tr, l2);
if (d < 0.0006 * t){ hit = true; trapHit = tr; lineHit2 = l2; te = t; break; }
t += d * 0.85;
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 = 0.0014, tr, l2;
vec3 n = normalize(
k.xyy * map(p + k.xyy * e, tr, l2) +
k.yyx * map(p + k.yyx * e, tr, l2) +
k.yxy * map(p + k.yxy * e, tr, l2) +
k.xxx * map(p + k.xxx * e, tr, l2));
// colour cycles with depth down the tunnel -> multicolour shaftvec3 body = pal(hue + 0.6 * sqrt(trapHit) + 0.10 * (te + flyZ));
vec3 lig = normalize(vec3(0.3, 0.6, 0.74));
float dif = max(dot(n, lig), 0.0);
float fres = pow(1.0 - max(dot(n, -rd), 0.0), 2.0);
float laser = 1.0 / (1.0 + 120.0 * lineHit2);
laser = pow(laser, 1.5);
vec3 laserCol = mix(vec3(0.85, 0.96, 1.0), body + 0.3, 0.4);
col += body * 0.03; // dark bars
col += body * dif * 0.10;
col += body * fres * 2.4 * glow; // neon bar edges
col += laserCol * laser * 6.5 * glow; // hot laser lines
col *= exp(-0.34 * t); // fog -> recedes to a black vanishing point
}
col = col / (1.0 + col);
col = pow(col, vec3(0.76));
col *= 1.0 - 0.26 * dot(uv, uv);
gl_FragColor = vec4(col, 1.0);
}
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