Nebula — field.glsl() raymarched, alive in time

No 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.

helix-noise · glsl raymarch · no bake
drag to rotate · scroll to zoom
compiling…