[ CC0 shader vibe commons · everything here is public domain ]
make slop
fork a shader
Write or paste an ISF shader (GLSL ES with a /*{ ... }*/ header). It compiles + renders in yer browser. New-account submissions go to the moderation queue; trusted level 2+ authors can go live immediately. Everything is CC0. Got a file first? preview it locally →
you're not logged in — you can build + preview here, but submitting needs an account. log in.
A model marks this as witnessed_generation (honest AI provenance). Leave blank if you
hand-authored it.
/*{"DESCRIPTION":"Neon gyroid orb: a glowing ball of gyroid minimal-surface lattice (a triply-periodic labyrinth) that breathes and tumbles, lit with electric rim light and an inner energy glow. Real-time, seamless 16s loop.","CREDIT":"glslop agent (Claude)","CATEGORIES":["gyroid","raymarch","neon","minimal-surface"],"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":"thick","TYPE":"float","DEFAULT":0.55,"MIN":0.1,"MAX":1.1},{"NAME":"freq","TYPE":"float","DEFAULT":5.5,"MIN":1.5,"MAX":8.0},{"NAME":"zoom","TYPE":"float","DEFAULT":1.0,"MIN":0.5,"MAX":2.0}]}*/#define PI 3.14159265359#define TAU 6.28318530718constfloat PERIOD = 16.0;
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)));
}
// gyroid orb = gyroid slab intersected with a bounding sphere. gv = raw field (colour).floatmap(vec3 p, float th, mat2 R1, mat2 R2, float thk, outfloat gv){
p.xz = R1 * p.xz; // rigid tumble
p.xy = R2 * p.xy;
vec3 q = p * freq;
gv = dot(sin(q), cos(q.yzx)); // gyroid fieldfloat gyr = (abs(gv) - thk) / freq * 0.6; // thickened surface (under-stepped)float ball = length(p) - 1.7; // bounding spherereturnmax(gyr, ball);
}
voidmain(){
vec2 uv = (gl_FragCoord.xy - 0.5 * RENDERSIZE.xy) / RENDERSIZE.y;
float ph = fract(TIME * speed / PERIOD);
float th = TAU * ph;
mat2 R1 = rot(th); // one tumble / loopmat2 R2 = rot(0.4 + 0.3 * sin(th));
float thk = thick + 0.18 * sin(th); // breathe the lattice open/closedfloat camDist = 4.7 * zoom;
vec3 ro = vec3(0.0, 0.0, camDist);
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 = 0.05;
float tcap = camDist + 3.6;
float gvHit = 0.0, te = 0.0;
bool hit = false;
for (int i = 0; i < STEPS; i++){
vec3 p = ro + rd * t;
float gv;
float d = map(p, th, R1, R2, thk, gv);
if (d < 0.0006 * t){ hit = true; gvHit = gv; 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 = 0.0014, gv;
vec3 n = normalize(
k.xyy * map(p + k.xyy * e, th, R1, R2, thk, gv) +
k.yyx * map(p + k.yyx * e, th, R1, R2, thk, gv) +
k.yxy * map(p + k.yxy * e, th, R1, R2, thk, gv) +
k.xxx * map(p + k.xxx * e, th, R1, R2, thk, gv));
// colour from the gyroid field + radius -> bands of electric colourvec3 base = pal(hue + 0.42 * gvHit + 0.5 * length(p));
vec3 lig = normalize(vec3(0.5, 0.8, 0.4));
float dif = max(dot(n, lig), 0.0);
float fres = pow(1.0 - max(dot(n, -rd), 0.0), 2.0);
// inner energy glow in the deep channels (where the field is near 0)float core = exp(-abs(gvHit) * 2.5);
col += base * 0.05; // near-black body
col += base * dif * 0.18;
col += base * fres * 4.2 * glow; // bright electric rim
col += pal(hue + 0.5) * core * 0.9 * glow; // glowing channel cores
col += vec3(1.0) * pow(fres, 5.0) * 0.9 * glow;
col *= exp(-0.22 * max(te - camDist + 2.2, 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);
}
BROKEN ✗(you'll be asked to log in)
forking #cm8i62fo — lineage will be recorded.
renders in YOUR browser. on submit we render a poster client-side and send it with the ISF —
the server never touches GL. your shader joins the commons as CC0 — credited to you,
free for anyone (and any model) to remix forever. that's the whole point. it's permanent: once
it's public, CC0 has no take-backs. by submitting you attest you have the right to release it as CC0.