// Organic family: a fungal mat seen in perspective, creeping toward the camera. // Hyphae branch across the substrate, brighten where two threads cross, and the // colony spreads outward from where it started. // // Flora grows upright, symmetric and toward the light; every organic scene in // the library is a thing standing in a space. This one is a thing lying flat in // one — a mat on the ground, receding to the track's horizon — so it reads as // surface rather than as subject, and the branching is lateral and off-centre // instead of radial. export const myceliumWeb = { name: 'Mycelium Web', family: 'organic', kind: 'fragment', traits: ['camera', 'space', 'style'], params: { threads: { type: 'float', range: [1.5, 9], default: 3.5, uniform: 'u_threads', bias: 'density' }, branch: { type: 'float', range: [0, 1.4], default: 0.6, uniform: 'u_branch' }, fine: { type: 'float', range: [0.02, 0.35], default: 0.18, uniform: 'u_fine' }, front: { type: 'float', range: [0.4, 6], default: 1.6, uniform: 'u_front', slowAxis: true }, nodes: { type: 'float', range: [0, 1.4], default: 0.6, uniform: 'u_nodes', bias: 'energy' }, creep: { type: 'float', range: [0.01, 0.35], default: 0.07, uniform: 'u_creep', bias: 'motion', rate: true }, damp: { type: 'float', range: [0, 1], default: 0.5, uniform: 'u_damp' }, palette: { type: 'palette', count: 5 }, }, reactive: { nodes: { feature: 'bandHigh', amount: 0.35, response: 'smooth' }, branch: { feature: 'bandMid', amount: 0.25, response: 'smooth' }, damp: { feature: 'loudness', amount: 0.2, response: 'smooth' }, }, shader: ` // Hyphae: ridged noise warped by itself, so threads run in bundles and fork // rather than lying in a regular weave. float hyphae(vec2 g, float scale, float warp) { vec2 w = vec2(fbm(g * scale * 0.7 + 3.1, 3), fbm(g * scale * 0.7 - 7.4, 3)) - 0.5; float n = vnoise(g * scale + w * warp * 3.0); return 1.0 - abs(n * 2.0 - 1.0); } vec4 scene(vec2 uv, vec2 p) { float t = u_time * u_creep + u_seed; p = sigCamera(p); float horizon = sigHorizonY() * 0.45 + 0.25; float below = horizon - p.y; // Air above the mat: nothing but the track's wash. vec3 col = mix(pal(1) * 0.16, pal(0) * 0.06, sat((p.y - horizon) * 1.2 + 0.2)); if (below > 0.001) { // Ground plane. Everything from here on is drawn in substrate // coordinates, so the mat lies flat and the weave compresses with // distance instead of being a flat texture pinned to the frame. float depth = 1.0 / max(below, 0.02); vec2 g = vec2(p.x * depth, depth) * 0.6; g.y -= t * 2.0; // the colony creeps forward float coarse = hyphae(g, u_threads, u_branch); float fine = hyphae(g * 2.7 + 11.0, u_threads, u_branch * 0.6); float w = u_fine * (0.4 + u_sigLine * 1.6); float thread = smoothstep(w, w * 0.15, 1.0 - coarse); thread += smoothstep(w * 0.6, 0.0, 1.0 - fine) * 0.5; // The colony has a front: it is dense where it started and thins out at // the edge of where it has reached. float reach = smoothstep(u_front, u_front * 0.25, length(vec2(g.x, g.y + t * 2.0)) * 0.5); thread *= mix(0.04, 1.0, reach); // Anastomosis — where two hyphae meet and fuse. Those junctions are the // only bright points in the mat, so the eye reads it as a network. float node = sat(coarse * fine * 1.8 - 0.55) * reach; vec3 mat = mix(pal(0) * 0.12, pal(2) * 0.95, sat(thread)); mat += pal(3) * sat(thread) * 0.22; mat += palRamp(0.6 + node) * node * u_nodes * 1.6; mat += pal(4) * sigEdge(1.0 - coarse - w) * u_nodes * 0.2; // Wet substrate underneath, so the mat is not floating on black. mat += pal(1) * 0.1 * (1.0 - sat(thread)) * u_damp * smoothstep(0.0, 0.6, below); // Outside the front there is substrate and nothing else, so how far the // colony has spread is legible as area rather than as brightness. mat *= mix(0.3, 1.0, reach); col = mix(col, mat, smoothstep(0.0, 0.04, below)); } col = sigAir(col, p, sat(1.0 - below * 1.1)); col += sigGrain(uv); return vec4(col, 1.0); } `, }; export default myceliumWeb;