Crimson Torus
2026-06-07Raymarched torus and core lit in crimson. Drag your cursor to orbit it.
- GLSL
- raymarch
- 3D
- interactive
CH.04
A lab for hand-written GLSL and HLSL experiments. Open any card to compile and run it live in your browser, source alongside.
Raymarched torus and core lit in crimson. Drag your cursor to orbit it.
An animated Julia set blooming through a cosine palette.
Domain-warped fbm noise forming a slow crimson nebula.
Animated Voronoi cells with bright glowing cores.
A six-fold mirrored interference pattern.
An endless polar tunnel rushing inward.
A breathing zoom into the Mandelbrot set.
Layered sine distortion that fakes pool caustics.
Six charges merging into smooth crimson blobs.
A turning two-arm spiral with a bright core and stars.
The interactive FBM ink flow from the home page - warped crimson-and-ink turbulence that pushes away from your cursor.
Scrolling Truchet tiling - random quarter-arcs stitched across a grid, with a crimson pulse riding each tile.
A single signed-distance sphere marched per pixel, wobbling and orbiting, lit with a crimson diffuse + rim.
The classic sum-of-sines plasma in the site's ink-and-crimson palette - cheap, hypnotic, and a good first shader.
Constant blue, the simplest possible pixel shader.
A constant yellow fill.
A constant color that also sets alpha.
Constant pink stored in a color variable.
Constant soft red fill.
Builds a color by adding separate channel vectors.
Doubles a uv based color to brighten it.
Zeroes the blue channel of a uv color.
Swaps channels with a bgra swizzle.
step on raw pixel x splits red and black.
Normalized x with step makes a clean half split.
Pixel position drawn as a red green gradient.
step on x lights the right half red.
step on x lights the left half red.
Two step edges carve three vertical bands.
A colored frame with a black center.
fract makes repeating vertical stripes.
fract tiles a rounded square pattern.
fract on pixels draws a line grid.
mod builds a wider repeating stripe.
mix blends two colors across x.
mix on both axes interpolates four corners.
smoothstep eases a green to red blend.
abs makes a symmetric vee around the center.
abs of centered uv draws a rhombus.
ceil quantizes uv into stepped bands.
floor picks a palette band per slice of x.
distance draws a filled disc.
Aspect corrected distance keeps the circle round.
atan colors pixels by angle around the center.
sin of the radius makes concentric rings.
normalize shows direction as brightness.