# orderedItems[].content
// Bonfire
#define r(a)*=mat2(cos(a+vec4(0,33,11,0))),
void main(){float i,t,a,n,w,o,d=1.;for(vec3 p,q,k;i++<5e1&&d>.001;o+=d>n?d=abs(n)*.4+.05,1./d:exp(3.-length(k)*.6),t+=d*.5)for(k=normalize(vec3(P+P-R,R.y))*t,d=k.y+=6.,k.z-=15.,w=.0025,a-=a,n=.96*length(k.xz)+.27*k.y-5.34;a++<9.;w+=w)p=k,p.zx r(a*2.4)q=p,q.y-=a*T,n+=abs(dot(sin(q*.7/w),q-q+w)),p.z-=5.,p.zy r(atan(a*.18))d=min(d,max(abs(p.z+5.)-5.,max(abs(p.x)*.9+p.y*.5,-p.y)-.3));O=vec4(tanh(o*vec3(9,3,1)/5e2),1);}

#shader #demo #glsl #art

# orderedItems[].contentMap.en
// Bonfire
#define r(a)*=mat2(cos(a+vec4(0,33,11,0))),
void main(){float i,t,a,n,w,o,d=1.;for(vec3 p,q,k;i++<5e1&&d>.001;o+=d>n?d=abs(n)*.4+.05,1./d:exp(3.-length(k)*.6),t+=d*.5)for(k=normalize(vec3(P+P-R,R.y))*t,d=k.y+=6.,k.z-=15.,w=.0025,a-=a,n=.96*length(k.xz)+.27*k.y-5.34;a++<9.;w+=w)p=k,p.zx r(a*2.4)q=p,q.y-=a*T,n+=abs(dot(sin(q*.7/w),q-q+w)),p.z-=5.,p.zy r(atan(a*.18))d=min(d,max(abs(p.z+5.)-5.,max(abs(p.x)*.9+p.y*.5,-p.y)-.3));O=vec4(tanh(o*vec3(9,3,1)/5e2),1);}

#shader #demo #glsl #art

# orderedItems[].content
// Archipelago
#define r(a)*=mat2(cos(a+vec4(0,11,33,0))),
void main(){vec3 p,q,k;float w,x,a,b,i,t,h,e=.1,d=e,z=.001;for(;i++<50.&&d>z;d-=k.x,h+=k.y,w=h-d,t+=d=min(d,h)*.8)for(p=normalize(vec3(P+P-R,R.y))*t,p.zy r(1.)p.z+=T+T,p.x+=sin(w=T*.4)*2.,p.xy r(cos(w)*e)d=p.y+=4.,h=d-2.3+abs(p.x*.2),q=p,k-=k,a=e,b=.8;a>z;a*=.8,b*=.5)q.xz r(.6)p.xz r(.6)k.y+=abs(dot(sin(q.xz*.4/b),R-R+b)),k.x+=w=a*exp(sin(x=p.x/a*e+T+T)),p.x-=w*cos(x);O=vec4((w>z?k.zxx*e:k.zyz/20.)+i/1e2+max(1.-abs(w/e),z),1);}
#shader

# orderedItems[].contentMap.en
// Archipelago
#define r(a)*=mat2(cos(a+vec4(0,11,33,0))),
void main(){vec3 p,q,k;float w,x,a,b,i,t,h,e=.1,d=e,z=.001;for(;i++<50.&&d>z;d-=k.x,h+=k.y,w=h-d,t+=d=min(d,h)*.8)for(p=normalize(vec3(P+P-R,R.y))*t,p.zy r(1.)p.z+=T+T,p.x+=sin(w=T*.4)*2.,p.xy r(cos(w)*e)d=p.y+=4.,h=d-2.3+abs(p.x*.2),q=p,k-=k,a=e,b=.8;a>z;a*=.8,b*=.5)q.xz r(.6)p.xz r(.6)k.y+=abs(dot(sin(q.xz*.4/b),R-R+b)),k.x+=w=a*exp(sin(x=p.x/a*e+T+T)),p.x-=w*cos(x);O=vec4((w>z?k.zxx*e:k.zyz/20.)+i/1e2+max(1.-abs(w/e),z),1);}
#shader

# orderedItems[].content
// Entrance 3
void main(){float d,s,r=1.7,l=2e2;vec3 p,v=p-.58,q,b,x=mat3(r,0,-r,-1,2,-1,p+1.4)*vec3((P+P-R)/R.y*20.4,30);for(s++;d<l&&s>.001||l==2e2&&(r=exp(-d*d/1e4)*.2,v/=l=length(v=-vec3(90,30,10)-p),d=1.,x=p,s++)>0.;d+=s=max(min(max(p.y,-min(max(abs(p.y+28.)-17.,abs(p.z+12.)-4.),max(q.x,max(q.y,q.z)))),max(b.x,max(b.y,b.z))),0.))q=abs(p=x+v*d)-45.,b=abs(p+vec3(mod(T*5.,80.)-7.,45.+sin(T*10.)*.2,12))-vec3(1,7,1);r+=50.*d/l/l;O=vec4(pow(mix(vec3(0,4,9),vec3(80,7,2),r*r)*.01,p-p+.45),1);}
#art

# orderedItems[].contentMap.en
// Entrance 3
void main(){float d,s,r=1.7,l=2e2;vec3 p,v=p-.58,q,b,x=mat3(r,0,-r,-1,2,-1,p+1.4)*vec3((P+P-R)/R.y*20.4,30);for(s++;d<l&&s>.001||l==2e2&&(r=exp(-d*d/1e4)*.2,v/=l=length(v=-vec3(90,30,10)-p),d=1.,x=p,s++)>0.;d+=s=max(min(max(p.y,-min(max(abs(p.y+28.)-17.,abs(p.z+12.)-4.),max(q.x,max(q.y,q.z)))),max(b.x,max(b.y,b.z))),0.))q=abs(p=x+v*d)-45.,b=abs(p+vec3(mod(T*5.,80.)-7.,45.+sin(T*10.)*.2,12))-vec3(1,7,1);r+=50.*d/l/l;O=vec4(pow(mix(vec3(0,4,9),vec3(80,7,2),r*r)*.01,p-p+.45),1);}
#art

# orderedItems[].attachment[].name
An isometric view of a cube dug out of a plane. A tiny cubic character walks slowly toward a large orange light gate.

# orderedItems[].content
// Moonlight
void main(){vec3 o,p,u=vec3((P+P-R)/R.y,1),Q;Q++;for(float d,a,m,i,t;i++<1e2;p=t<7.2?Q:vec3(2,1,0),d=.15*abs(d)+.1,o+=p/m+(t>9.?d=9.,Q:p/d),t+=min(m,d))for(p=normalize(u)*t,p.z-=5e1,m=max(length(p)-1e1,.01),p.z+=T,d=5.-length(p.xy*=mat2(cos(t*.2+vec4(0,33,11,0)))),a=.01;a<1.;a+=a)p.xz*=mat2(8,6,-6,8)*.1,d-=abs(dot(sin(p/a*.6-T*.3),p-p+a)),m+=abs(dot(sin(p/a/5.),p-p+a/5.));o/=4e2;O=vec4(tanh(mix(vec3(-35,-15,8),vec3(118,95,60),o-o*length(u.xy*.5))*.01),1);}

#glsl #demo #moon #art

# orderedItems[].contentMap.en
// Moonlight
void main(){vec3 o,p,u=vec3((P+P-R)/R.y,1),Q;Q++;for(float d,a,m,i,t;i++<1e2;p=t<7.2?Q:vec3(2,1,0),d=.15*abs(d)+.1,o+=p/m+(t>9.?d=9.,Q:p/d),t+=min(m,d))for(p=normalize(u)*t,p.z-=5e1,m=max(length(p)-1e1,.01),p.z+=T,d=5.-length(p.xy*=mat2(cos(t*.2+vec4(0,33,11,0)))),a=.01;a<1.;a+=a)p.xz*=mat2(8,6,-6,8)*.1,d-=abs(dot(sin(p/a*.6-T*.3),p-p+a)),m+=abs(dot(sin(p/a/5.),p-p+a/5.));o/=4e2;O=vec4(tanh(mix(vec3(-35,-15,8),vec3(118,95,60),o-o*length(u.xy*.5))*.01),1);}

#glsl #demo #moon #art

# orderedItems[].attachment[].name
Orangy moon as seen from a tunnel of thick clouds

# orderedItems[].content
// Red Alp
void main(){vec3 c,p,K=vec3(3,1,0);for(float z,i,a,g=1.,t,h,d,w,k=.15;i++<1e2;d=max(max(d-3.,-d),a=z)*k,w=g-g/exp(h>.001?a++,d/.4:h*3e2),g-=a*=w,c+=a*d*4.5+(d>z?z:h/2e2)*K,a=min(p.y+2.,1.),c.r+=w*a*a*.1,t+=min(h*.2,k/=.985))for(p=normalize(vec3(P+P-R,R.y))*t,p.xz*=mat2(cos(sin(T*.2)+K.zyxz*11.)),p.z+=T*.3,d=p.y,h=d+.5,a=.01;a<1.;a+=a)p.xz*=mat2(8,6,-6,8)*.1,d+=abs(dot(sin((p/a+T)*.3),p-p+a)),h+=abs(dot(sin(p.xz*.6/a),P-P+a));O=vec4(tanh(c),1);}

#demo #glsl #art

# orderedItems[].contentMap.en
// Red Alp
void main(){vec3 c,p,K=vec3(3,1,0);for(float z,i,a,g=1.,t,h,d,w,k=.15;i++<1e2;d=max(max(d-3.,-d),a=z)*k,w=g-g/exp(h>.001?a++,d/.4:h*3e2),g-=a*=w,c+=a*d*4.5+(d>z?z:h/2e2)*K,a=min(p.y+2.,1.),c.r+=w*a*a*.1,t+=min(h*.2,k/=.985))for(p=normalize(vec3(P+P-R,R.y))*t,p.xz*=mat2(cos(sin(T*.2)+K.zyxz*11.)),p.z+=T*.3,d=p.y,h=d+.5,a=.01;a<1.;a+=a)p.xz*=mat2(8,6,-6,8)*.1,d+=abs(dot(sin((p/a+T)*.3),p-p+a)),h+=abs(dot(sin(p.xz*.6/a),P-P+a));O=vec4(tanh(c),1);}

#demo #glsl #art

# orderedItems[].attachment[].name
Animation/demo of red mountains with clouds and fog. Full code in toot