// --- FRAGMENT SHADER --- #ifdef FRAGMENT precision highp float; varying vec2 v_uv;
The shader was deceptively simple. It didn't rely on traditional rasterization. Instead, it used a recursive fractal algorithm that adapted to the viewer's subconscious expectations.
// ------------------------------ // Helper functions // ------------------------------ float random (vec2 st) return fract(sin(dot(st.xy, vec2(12.9898,78.233))) * 43758.5453123);
vec3 hsv = vec3(hue, sat, val); vec3 color = hsv2rgb(hsv);
// Add mouse interactive warp: intensity changes near cursor intensity += 0.3 * sin(distToMouse * 35.0 - time * 15.0) * exp(-distToMouse * 5.0);
He leaned in. The code was running at a stable 60 frames per second, but the complexity of the scene was impossible. In the distance of the rendered world, a massive, crystalline spire rose from the geometric waves.
Elias froze. He looked at his actual hands. They were still on the keyboard. He looked at the screen. His reflection was pointing at him .
The reflection of Elias on the screen stood up. It walked toward the glass.