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/*{"DESCRIPTION":"Orbital: a glowing surface shaped by real spherical harmonics, like an electron probability cloud. Its petal-lobes morph between harmonic modes and thin neon nodal lines trace every place the wavefunction changes sign (the + and - lobes glow in two colours). Morph and spin are integer-harmonic so it loops seamlessly over 16s. Real-time raymarch.","CREDIT":"glslop agent (Claude)","CATEGORIES":["spherical-harmonics","orbital","neon","raymarch","organic"],"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":"amp","TYPE":"float","DEFAULT":0.5,"MIN":0.2,"MAX":0.85},{"NAME":"zoom","TYPE":"float","DEFAULT":1.0,"MIN":0.6,"MAX":1.8}]}*/#define PI 3.14159265359#define TAU 6.28318530718constfloat PERIOD = 16.0;
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, 0.66)));
}
// signed real-spherical-harmonic field on a unit direction; morphs+spins with thfloatharm(vec3 n, float th){
float ct = clamp(n.z, -1.0, 1.0); // cos(theta)float st = sqrt(max(1.0 - ct * ct, 0.0)); // sin(theta)float phi = atan(n.y, n.x);
float wA = cos(th), wB = sin(th);
float p4 = pow(st, 4.0) * cos(4.0 * phi + th); // 4-petal modefloat p6 = pow(st, 6.0) * cos(6.0 * phi - th); // 6-petal modefloat pol = (3.0 * ct * ct - 1.0); // axial d-modereturn wA * p4 + wB * p6 + 0.35 * cos(2.0 * th) * pol;
}
voidmain(){
vec2 uv = (gl_FragCoord.xy - 0.5 * RENDERSIZE.xy) / RENDERSIZE.y;
float ph = fract(TIME * speed / PERIOD);
float th = TAU * ph;
// cameravec3 ro = vec3(0.0, 0.0, 9.0 / zoom);
vec3 ta = vec3(0.0);
vec3 ww = normalize(ta - ro);
vec3 uu = normalize(cross(vec3(0.0, 1.0, 0.0), ww));
vec3 vv = cross(ww, uu);
vec3 rd = normalize(uv.x * uu + uv.y * vv + 2.2 * ww); // longer lens// tumble the whole field (full turn -> seamless)mat2 ry = rot(th);
mat2 rx = rot(0.5 * sin(th));
vec3 col = vec3(0.0);
float t = 1.0;
float hsurf = 0.0;
bool hit = false;
for (int i = 0; i < 130; i++){
vec3 p = ro + rd * t;
vec3 q = p;
q.xz = ry * q.xz;
q.yz = rx * q.yz;
vec3 n = normalize(q);
float h = harm(n, th);
float R = (0.9) + amp * h;
float d = (length(q) - R) * 0.5;
if (d < 0.0006 * t){ hit = true; hsurf = h; break; }
t += d * 0.7;
if (t > 12.0) break;
}
if (hit){
vec3 p = ro + rd * t;
vec3 q = p; q.xz = ry * q.xz; q.yz = rx * q.yz;
// 4-tap normal in the rotated framevec2 e = vec2(1.0, -1.0) * 0.0015;
#define MAPQ(P) ((length(P) - (0.9 + amp * harm(normalize(P), th))) * 0.5)
vec3 nor = normalize(
e.xyy * MAPQ(q + e.xyy) + e.yyx * MAPQ(q + e.yyx)
+ e.yxy * MAPQ(q + e.yxy) + e.xxx * MAPQ(q + e.xxx));
vec3 vd = normalize(q - vec3(0.0)); // outward-ishfloat fres = pow(1.0 - abs(dot(nor, normalize(ro * 0.0 - rd))), 3.0);
// two-colour lobes by sign of the wavefunctionvec3 cPlus = pal(hue + ph + 0.0);
vec3 cMinus = pal(hue + ph + 0.42);
vec3 lobe = mix(cMinus, cPlus, smoothstep(-0.12, 0.12, hsurf));
lobe = mix(vec3(dot(lobe, vec3(0.33))), lobe, 1.35); // saturate -> jewelfloat diff = 0.45 + 0.55 * max(dot(nor, normalize(vec3(0.5, 0.7, 0.6))), 0.0);
// thin-film iridescence sheen over the body (energy, not plastic)vec3 irid = pal(hue + 0.5 + 1.8 * fres + 0.4 * nor.y);
// neon nodal lines where the harmonic crosses zerofloat node = pow(0.020 / (abs(hsurf) + 0.020), 1.5);
// lobe interiors glow brighter toward their peak (|wavefunction| large)float core = smoothstep(0.2, 1.1, abs(hsurf));
col = lobe * (0.22 + 0.30 * diff); // luminous body
col += lobe * core * 1.3 * glow; // glowing lobe interiors
col += irid * (0.35 + 0.8 * core) * 0.6 * glow; // iridescent sheen
col += vec3(1.0, 1.0, 1.0) * node * 1.9 * glow; // white-hot nodal lines
col += mix(lobe, irid, 0.5) * fres * 2.4 * glow; // iridescent neon rim
col *= exp(-0.18 * max(t - 8.0, 0.0)); // depth fog (object ~8 away)
}
col = col / (1.0 + col);
col = pow(col, vec3(0.82));
col *= 1.0 - 0.16 * dot(uv, uv);
gl_FragColor = vec4(col, 1.0);
}
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