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/*{"DESCRIPTION":"Laser dot lattice: a Menger KIFS rendered with NO surface shading at all — the ray flies through the invisible structure and only deposits light at the fold-axis hot points, leaving a glowing dotted constellation tracing the fractal in black space. Real-time, seamless 16s loop.","CREDIT":"glslop agent (Claude)","CATEGORIES":["fractal","raymarch","neon","kifs"],"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":"spin","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":"lens","TYPE":"float","DEFAULT":0.95,"MIN":0.3,"MAX":1.5},{"NAME":"iterCount","TYPE":"long","DEFAULT":3,"MIN":2,"MAX":9}]}*/#define PI 3.14159265359#define TAU 6.28318530718constfloat PERIOD = 16.0;
constint MAXI = 9;
constint STEPS = 150;
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)));
}
// Clean Menger KIFS. d = surface distance (for stepping only — never used to stop);// trap -> color ; edge -> 0..1, peaks where the surface point lies on a bar EDGE// (two of the box faces meet), so the dots string along the fractal's edges.floatmap(vec3 p, mat2 Rroll, outfloat trap, outfloat edge){
vec3 z = p;
z.xy = Rroll * z.xy;
float scale = 3.0;
trap = 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));
}
// edge proximity from the final cell: on a face the largest |coord| ~1; on an// edge the SECOND largest is ~1 too. mid = middle component of abs(z).vec3 q = abs(z);
float c1 = max(q.x, max(q.y, q.z));
float c3 = min(q.x, min(q.y, q.z));
float mid = q.x + q.y + q.z - c1 - c3;
edge = smoothstep(0.86, 0.99, mid);
returnlength(max(q - 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;
mat2 Rroll = rot(0.4 * spin * sin(th));
// wandering fly-THROUGH path: a closed loop that weaves through the lattice// (all integer multiples of th -> seamless). See-through, so being "inside" is fine.float R = 1.05 * zoom;
float a = th;
float a2 = th + 0.32; // a point ahead, for look directionvec3 ro = vec3(R * (sin(a) + 0.35 * sin(3.0 * a)), 0.65 * sin(2.0 * a),
R * (cos(a) + 0.35 * cos(2.0 * a)));
vec3 look = vec3(R * (sin(a2) + 0.35 * sin(3.0 * a2)), 0.65 * sin(2.0 * a2),
R * (cos(a2) + 0.35 * cos(2.0 * a2)));
// blend travel direction with a pull toward the lattice core so it stays framedvec3 fwd = normalize(mix(normalize(look - ro), normalize(-ro), 0.5));
vec3 rgt = normalize(cross(vec3(0.0, 1.0, 0.0), fwd));
vec3 upv = cross(fwd, rgt);
// fisheye / 360 lens: ray angle from forward grows with screen radiusfloat rr = length(uv);
float theta = rr * lens * PI; // lens~0.7 -> ~180deg FOV; higher -> 360-ishvec2 dir2 = rr > 1.0e-5 ? uv / rr : vec2(0.0, 1.0);
vec3 rd = normalize(cos(theta) * fwd + sin(theta) * (dir2.x * rgt + dir2.y * upv));
// ---- fly-THROUGH march: deposit a dot only at the instant the ray CROSSES// the (invisible) shell, and only where that crossing sits on a bar edge ----float t = 0.02;
float tcap = 7.0;
float trans = 1.0;
vec3 col = vec3(0.0);
float trap, edge;
float prevD = 1.0e9;
for (int i = 0; i < STEPS; i++){
vec3 p = ro + rd * t;
float d = map(p, Rroll, trap, edge);
if (d < 0.0035 && prevD >= 0.0035){ // ray just entered the shell// light the crossing only if it lands on a bar EDGE -> dots trace the structurefloat spark = edge * exp(-0.16 * t); // distance fade -> recedes into black// electric color from orbit trap + depth; small white-hot center onlyvec3 c = mix(pal(hue + 0.85 * sqrt(trap) + 0.10 * t), vec3(1.0), 0.12);
col += c * spark * trans * glow * 5.0;
trans *= exp(-spark * 5.0); // front edges dominate -> depth
}
prevD = d;
t += max(d, 0.012); // pass straight through the shellif (t > tcap || trans < 0.03) break;
}
// gentle depth fade so the far dots sink into black
col *= 0.95;
col = col / (1.0 + col);
col = pow(col, vec3(0.78));
col *= 1.0 - 0.26 * dot(uv, uv);
gl_FragColor = vec4(col, 1.0);
}
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