field.glsl() raymarched, alive in timeNo volume texture, no simulation, no CPU per frame: the fragment shader evaluates the field
analytically at every step of every ray through the emitted hx(p, t) — the
time-aware GLSL overload. Gas density is the field's own speed (so coherence
literally condenses the nebula out of haze — slide it), colour is helicity:
teal right-handed vs
amber left-handed gas. The churn you see is the library's
Kolmogorov-scaled time evolution — small wisps flicker faster than the big lobes.
Drag to orbit, scroll to zoom.