From 74591dcbe442a58f29b1a3d47e549aa767d443d5 Mon Sep 17 00:00:00 2001 From: Adam Foflonker <87928802+DnA-IntRicate@users.noreply.github.com> Date: Sat, 31 Jan 2026 10:07:09 +0200 Subject: [PATCH 1/2] dark-matter switch back to highp float precision --- content/shaders/dark-matter.frag | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/content/shaders/dark-matter.frag b/content/shaders/dark-matter.frag index 6471a6d..de4548c 100644 --- a/content/shaders/dark-matter.frag +++ b/content/shaders/dark-matter.frag @@ -1,5 +1,5 @@ #version 300 es -precision mediump float; +precision highp float; // This shader is a modified version of "Zippy Zaps" by SnoopethDuckDuck // See: https://www.shadertoy.com/view/XXyGzh From 131bfb491ca3eab84d79c9998f9bb043659faa37 Mon Sep 17 00:00:00 2001 From: Adam Foflonker <87928802+DnA-IntRicate@users.noreply.github.com> Date: Sat, 31 Jan 2026 10:13:10 +0200 Subject: [PATCH 2/2] dark-matter soften inverse calc & implement dithering --- content/shaders/dark-matter.frag | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/content/shaders/dark-matter.frag b/content/shaders/dark-matter.frag index de4548c..af22611 100644 --- a/content/shaders/dark-matter.frag +++ b/content/shaders/dark-matter.frag @@ -42,6 +42,10 @@ void main() vec2 v = iResolution.xy; vec2 u = gl_FragCoord.xy; + // Add slight noise to break phase alignment + float dither = fract(sin(dot(gl_FragCoord.xy, vec2(12.9898,78.233))) * 43758.5453); + u += dither * 0.0001; + float aspect = v.x / v.y; float base = min(v.x, v.y); @@ -62,7 +66,7 @@ void main() { float vv = dot(v, v); float uu = dot(u, u); - float inv = 1.0 / max(0.5 - uu, 0.08); + float inv = 1.0 / (0.5 - uu + 0.12); o += (1.0 + cos(z + t)) / length((1.0 + i * vv) *