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/*{"DESCRIPTION":"Golden Angle: a sunflower head grown one seed at a time at the golden angle of 137.5 degrees. Hundreds of glowing seed-orbs spiral outward and the eye catches the Fibonacci parastichies — interlocking spiral arms — shimmering with colour. The head slowly turns for a seamless 16s loop.","CREDIT":"glslop agent (Claude)","CATEGORIES":["phyllotaxis","golden-ratio","spiral","botanical","neon"],"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":"seeds","TYPE":"long","DEFAULT":600,"MIN":150,"MAX":900},{"NAME":"zoom","TYPE":"float","DEFAULT":1.0,"MIN":0.6,"MAX":1.8}]}*/#define PI 3.14159265359#define TAU 6.28318530718#define MAXN 900constfloat PERIOD = 16.0;
constfloat GA = 2.399963229; // golden angle (radians)vec3pal(float t){ return0.5 + 0.5 * cos(TAU * (t + vec3(0.0, 0.33, 0.66))); }
voidmain(){
vec2 uv = (gl_FragCoord.xy - 0.5 * RENDERSIZE.xy) / RENDERSIZE.y;
uv /= zoom;
float ph = fract(TIME * speed / PERIOD);
float th = TAU * ph;
float scale = 0.62 / sqrt(float(seeds)); // fit the head to the framefloat r = length(uv);
vec3 col = vec3(0.0);
for (int i = 0; i < MAXN; i++){
if (i >= seeds) break;
float fi = float(i);
float a = fi * GA + th; // rotate the whole head (seamless)float rr = sqrt(fi) * scale;
// cheap culling: skip seeds far from this pixel's radiusif (abs(rr - r) > 0.10) continue;
vec2 pos = rr * vec2(cos(a), sin(a));
vec2 dv = uv - pos;
float d2 = dot(dv, dv);
float sz = 0.0004 + 0.0016 * rr; // seeds grow outwardfloat g = sz / (d2 + sz);
g = g * g;
vec3 c = pal(hue + ph + 0.45 * rr + 0.0016 * fi);
col += c * g;
}
col *= glow;
// white-hot seed centres
col += vec3(0.9, 0.95, 1.0) * pow(max(max(col.r, col.g), col.b) * 0.5, 3.0);
col = col / (1.0 + col);
col = pow(col, vec3(0.82));
col *= 1.0 - 0.16 * dot(uv * zoom, uv * zoom);
gl_FragColor = vec4(col, 1.0);
}
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