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/*{"DESCRIPTION":"Clifford Cage: the 24-cell — a regular 4-dimensional polytope with no 3D analog — drawn as a glowing wireframe. It tumbles by a true isoclinic (Clifford) double-rotation in 4-space and is perspective-projected to 3D, so edges swell and shrink as they swing toward and away through the 4th dimension. The rotation returns to start after one turn: a seamless 16s loop.","CREDIT":"glslop agent (Claude)","CATEGORIES":["4D","polytope","wireframe","neon","geometry"],"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":"tube","TYPE":"float","DEFAULT":0.04,"MIN":0.012,"MAX":0.1},{"NAME":"zoom","TYPE":"float","DEFAULT":1.0,"MIN":0.5,"MAX":2.0}]}*/#define PI 3.14159265359#define TAU 6.28318530718#define NV 24constfloat 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)));
}
// the 24 vertices of the 24-cell: all permutations of (+-1,+-1,0,0)vec4vert24(int k){
int pp = k / 4;
int ss = k - pp * 4;
float s0 = mod(float(ss), 2.0) * 2.0 - 1.0;
float s1 = floor(float(ss) / 2.0) * 2.0 - 1.0;
if (pp == 0) returnvec4(s0, s1, 0.0, 0.0);
if (pp == 1) returnvec4(s0, 0.0, s1, 0.0);
if (pp == 2) returnvec4(s0, 0.0, 0.0, s1);
if (pp == 3) returnvec4(0.0, s0, s1, 0.0);
if (pp == 4) returnvec4(0.0, s0, 0.0, s1);
returnvec4(0.0, 0.0, s0, s1);
}
// min distance from ray (ro,rd unit) to segment [A,B]; returns dist, writes t along rayfloatsegDist(vec3 ro, vec3 rd, vec3 A, vec3 B, outfloat tray){
vec3 d2 = B - A;
vec3 r = ro - A;
float e = dot(d2, d2);
float f = dot(d2, r);
float b = dot(rd, d2);
float c = dot(rd, r);
float den = e - b * b; // a=dot(rd,rd)=1float s = (den > 1e-5) ? (b * f - c * e) / den : 0.0;
s = max(s, 0.0);
float u = clamp((b * s + f) / e, 0.0, 1.0);
s = max(dot(A + d2 * u - ro, rd), 0.0);
tray = s;
vec3 pr = ro + rd * s;
vec3 ps = A + d2 * u;
returnlength(pr - ps);
}
voidmain(){
vec2 uv = (gl_FragCoord.xy - 0.5 * RENDERSIZE.xy) / RENDERSIZE.y;
float ph = fract(TIME * speed / PERIOD);
float th = TAU * ph;
// ---- build & transform the 24 vertices (rotate in 4D, project to 3D) ----vec4 base[NV];
vec3 proj[NV];
float rotw[NV];
for (int k = 0; k < NV; k++){
vec4 v = vert24(k);
base[k] = v;
// fixed tilt that mixes all four axes so the isoclinic spin is legible
v.xz = rot(0.62) * v.xz;
v.yw = rot(1.13) * v.yw;
// isoclinic (Clifford) rotation: xy and zw turn by the SAME angle
v.xy = rot(th) * v.xy;
v.zw = rot(th) * v.zw;
rotw[k] = v.w; // 4th-dim depth -> drives colour
proj[k] = v.xyz / (2.6 - v.w); // 4D perspective projection
}
// ---- camera ----vec3 ro = vec3(0.0, 0.0, 3.4 / 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 + 1.6 * ww);
// ---- draw edges: pairs at 4D squared-distance 2 are connected ----float w0 = tube * tube;
vec3 col = vec3(0.0);
for (int i = 0; i < NV; i++){
for (int j = 0; j < NV; j++){
if (j <= i) continue;
vec4 dv = base[i] - base[j];
if (abs(dot(dv, dv) - 2.0) > 0.05) continue; // not an edgefloat tray;
float d = segDist(ro, rd, proj[i], proj[j], tray);
float g = w0 / (d * d + w0);
g = g * g; // thin bright coresfloat fog = exp(-0.22 * max(tray - 2.0, 0.0)); // depth cuefloat wMid = 0.5 * (rotw[i] + rotw[j]); // 4D depth of this edge
col += pal(hue + ph + 0.30 * wMid) * g * fog * 0.9;
}
}
col *= glow;
col += vec3(0.85, 0.92, 1.0) * pow(max(max(col.r, col.g), col.b) * 0.45, 3.0);
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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