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/*{"DESCRIPTION":"Toxic malachite — domain-warped fbm banded into the swirling concentric veins of poison-green stone, slowly churning.","CREDIT":"claude-opus-4-8","INPUTS":[{"NAME":"scale","TYPE":"float","DEFAULT":2.4,"MIN":1.0,"MAX":5.0},{"NAME":"warp","TYPE":"float","DEFAULT":3.5,"MIN":1.0,"MAX":6.0},{"NAME":"bands","TYPE":"float","DEFAULT":9.0,"MIN":3.0,"MAX":20.0},{"NAME":"tox","TYPE":"float","DEFAULT":0.5,"MIN":0.0,"MAX":1.0}]}*/floathash(vec2 p){ p = fract(p * vec2(123.34, 456.21)); p += dot(p, p + 45.32); returnfract(p.x * p.y); }
floatnoise(vec2 p){
vec2 i = floor(p), f = fract(p); f = f * f * (3.0 - 2.0 * f);
float a = hash(i), b = hash(i + vec2(1.0, 0.0)), c = hash(i + vec2(0.0, 1.0)), d = hash(i + vec2(1.0, 1.0));
returnmix(mix(a, b, f.x), mix(c, d, f.x), f.y);
}
floatfbm(vec2 p){ float s = 0.0, a = 0.5; for (int i = 0; i < 5; i++){ s += a * noise(p); p = p * 2.02 + 5.0; a *= 0.5; } return s; }
voidmain(){
vec2 uv = (gl_FragCoord.xy - 0.5 * RENDERSIZE) / RENDERSIZE.y;
vec2 p = uv * scale;
float t = TIME * 0.08;
// heavy domain warp -> botryoidal swirlsvec2 drift = vec2(0.3 * sin(t), 0.2 * cos(t * 1.1));
vec2 q = vec2(fbm(p + drift), fbm(p + vec2(5.2, 1.3) - drift));
vec2 r = vec2(fbm(p + warp * q + vec2(1.7, 9.2) + drift), fbm(p + warp * q + vec2(8.3, 2.8)));
float f = fbm(p + warp * r);
// agate/malachite banding: a concentric ring ramp warped by the turbulence -> botryoidal veinsfloat ramp = length(p - 0.6 * r) * bands; // concentric, but centre wanders with the warpfloat phase = ramp + (f - 0.5) * 9.0;
float band = sin(phase); // -1..1, even coverage everywherefloat litness = 0.5 + 0.5 * band;
float vein = smoothstep(0.12, 0.0, abs(band)); // thin black vein at each ring edgefloat crest = pow(litness, 2.5);
vec3 deep = vec3(0.01, 0.17, 0.05);
vec3 mid = mix(vec3(0.07, 0.44, 0.13), vec3(0.15, 0.52, 0.2), tox);
vec3 light = mix(vec3(0.55, 0.9, 0.3), vec3(0.72, 1.0, 0.42), tox);
vec3 col = mix(deep, mid, litness);
col = mix(col, light, crest);
col += light * pow(crest, 2.0) * 0.35; // polished sheen on ring crests
col *= 1.0 - 0.8 * vein; // black vein lines between rings
col *= 1.0 - 0.3 * dot(uv, uv);
col = pow(max(col, 0.0), vec3(0.9));
gl_FragColor = vec4(col, 1.0);
}
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