# Domain Warping ## Use Cases - **Marble/jade textures**: multi-layer warping produces streaked stone textures - **Fabric/silk appearance**: warping field creases simulate textile surfaces - **Geological formations**: rock strata, lava flows, surface erosion - **Gas giant atmospheres**: Jupiter-style banded circulation - **Smoke/fire/explosions**: fluid effects combined with volumetric rendering - **Abstract art backgrounds**: procedural organic patterns, suitable for UI backgrounds, music visualization - **Electric current/plasma effects**: ridged FBM variant produces sharp arc patterns Core advantage: relies only on math functions (no texture assets needed), outputs seamless tiling, animatable, GPU-friendly. ## Core Principles Warp input coordinates with noise, then query the main function: ``` f(p) -> f(p + fbm(p)) ``` Classic multi-layer recursive nesting: ``` result = fbm(p + fbm(p + fbm(p))) ``` Each FBM layer's output serves as a coordinate offset for the next layer; deeper nesting produces more organic deformation. **Key mathematical structure**: 1. **Noise** `noise(p)`: pseudo-random values at integer lattice points + Hermite interpolation `f*f*(3.0-2.0*f)` 2. **FBM**: `fbm(p) = sum of (0.5^i) * noise(p * 2^i * R^i)`, where `R` is a rotation matrix for decorrelation 3. **Domain warping chain**: `fbm(p + fbm(p + fbm(p)))` The rotation matrix `mat2(0.80, 0.60, -0.60, 0.80)` (approx 36.87 deg) is the most widely used decorrelation transform. ## Implementation Steps ### Step 1: Hash Function ```glsl // Map 2D integer coordinates to a pseudo-random float float hash(vec2 p) { p = fract(p * 0.6180339887); // golden ratio pre-perturbation p *= 25.0; return fract(p.x * p.y * (p.x + p.y)); } ``` > The classic `fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453)` also works; the sin-free version above has more stable precision on some GPUs. ### Step 2: Value Noise ```glsl // Hash values at integer lattice points, Hermite smooth interpolation float noise(vec2 p) { vec2 i = floor(p); vec2 f = fract(p); f = f * f * (3.0 - 2.0 * f); return mix( mix(hash(i + vec2(0.0, 0.0)), hash(i + vec2(1.0, 0.0)), f.x), mix(hash(i + vec2(0.0, 1.0)), hash(i + vec2(1.0, 1.0)), f.x), f.y ); } ``` ### Step 3: FBM ```glsl const mat2 mtx = mat2(0.80, 0.60, -0.60, 0.80); // rotation approx 36.87 deg float fbm(vec2 p) { float f = 0.0; f += 0.500000 * noise(p); p = mtx * p * 2.02; f += 0.250000 * noise(p); p = mtx * p * 2.03; f += 0.125000 * noise(p); p = mtx * p * 2.01; f += 0.062500 * noise(p); p = mtx * p * 2.04; f += 0.031250 * noise(p); p = mtx * p * 2.01; f += 0.015625 * noise(p); return f / 0.96875; } ``` > Lacunarity uses 2.01~2.04 rather than exactly 2.0 to avoid visual artifacts caused by lattice regularity. ### Step 4: Domain Warping (Core) ```glsl // Classic three-layer domain warping float pattern(vec2 p) { return fbm(p + fbm(p + fbm(p))); } ``` ### Step 5: Time Animation ```glsl // Inject time into the first and last octaves: low frequency drives overall flow, high frequency adds detail variation float fbm(vec2 p) { float f = 0.0; f += 0.500000 * noise(p + iTime); // lowest frequency: slow overall flow p = mtx * p * 2.02; f += 0.250000 * noise(p); p = mtx * p * 2.03; f += 0.125000 * noise(p); p = mtx * p * 2.01; f += 0.062500 * noise(p); p = mtx * p * 2.04; f += 0.031250 * noise(p); p = mtx * p * 2.01; f += 0.015625 * noise(p + sin(iTime)); // highest frequency: subtle detail motion return f / 0.96875; } ``` ### Step 6: Coloring ```glsl // Map scalar field (0~1) to color using a mix chain // IMPORTANT: Note: GLSL is strictly typed. Variable declarations must be complete, e.g. vec3 col = vec3(0.2, 0.1, 0.4) // IMPORTANT: Decimals must be written as 0.x, not .x (division by zero errors) vec3 palette(float t) { vec3 col = vec3(0.2, 0.1, 0.4); // deep purple base col = mix(col, vec3(0.3, 0.05, 0.05), t); // dark red col = mix(col, vec3(0.9, 0.9, 0.9), t * t); // high values toward white col = mix(col, vec3(0.0, 0.2, 0.4), smoothstep(0.6, 0.8, t)); // blue highlight return col * t * 2.0; } ``` ## Full Code Template ```glsl // Domain Warping — Full Runnable Template (ShaderToy) #define WARP_DEPTH 3 // Warp nesting depth (1=subtle, 2=moderate, 3=classic) #define NUM_OCTAVES 6 // FBM octave count (4=coarse fast, 6=fine) #define TIME_SCALE 1.0 // Animation speed (0.05=very slow, 1.0=fluid, 2.0=fast) #define WARP_STRENGTH 1.0 // Warp intensity (0.5=subtle, 1.0=standard, 2.0=strong) #define BASE_SCALE 3.0 // Overall noise scale (larger = denser texture) const mat2 mtx = mat2(0.80, 0.60, -0.60, 0.80); float hash(vec2 p) { p = fract(p * 0.6180339887); p *= 25.0; return fract(p.x * p.y * (p.x + p.y)); } float noise(vec2 p) { vec2 i = floor(p); vec2 f = fract(p); f = f * f * (3.0 - 2.0 * f); return mix( mix(hash(i + vec2(0.0, 0.0)), hash(i + vec2(1.0, 0.0)), f.x), mix(hash(i + vec2(0.0, 1.0)), hash(i + vec2(1.0, 1.0)), f.x), f.y ); } float fbm(vec2 p) { float f = 0.0; float amp = 0.5; float freq = 1.0; float norm = 0.0; for (int i = 0; i < NUM_OCTAVES; i++) { float t = 0.0; if (i == 0) t = iTime * TIME_SCALE; if (i == NUM_OCTAVES - 1) t = sin(iTime * TIME_SCALE); f += amp * noise(p + t); norm += amp; p = mtx * p * 2.02; amp *= 0.5; } return f / norm; } float pattern(vec2 p) { float val = fbm(p); #if WARP_DEPTH >= 2 val = fbm(p + WARP_STRENGTH * val); #endif #if WARP_DEPTH >= 3 val = fbm(p + WARP_STRENGTH * val); #endif return val; } vec3 palette(float t) { vec3 col = vec3(0.2, 0.1, 0.4); col = mix(col, vec3(0.3, 0.05, 0.05), t); col = mix(col, vec3(0.9, 0.9, 0.9), t * t); col = mix(col, vec3(0.0, 0.2, 0.4), smoothstep(0.6, 0.8, t)); return col * t * 2.0; } void mainImage(out vec4 fragColor, in vec2 fragCoord) { vec2 uv = (2.0 * fragCoord - iResolution.xy) / iResolution.y; uv *= BASE_SCALE; float shade = pattern(uv); vec3 col = palette(shade); // Vignette effect vec2 q = fragCoord / iResolution.xy; col *= 0.5 + 0.5 * sqrt(16.0 * q.x * q.y * (1.0 - q.x) * (1.0 - q.y)); fragColor = vec4(col, 1.0); } ``` ## Common Variants ### Variant 1: Multi-Resolution Layered Warping Different warp layers use FBM with different octave counts, outputting `vec2` for dual-axis displacement, with intermediate variables used for coloring. ```glsl float fbm4(vec2 p) { float f = 0.0; f += 0.5000 * (-1.0 + 2.0 * noise(p)); p = mtx * p * 2.02; f += 0.2500 * (-1.0 + 2.0 * noise(p)); p = mtx * p * 2.03; f += 0.1250 * (-1.0 + 2.0 * noise(p)); p = mtx * p * 2.01; f += 0.0625 * (-1.0 + 2.0 * noise(p)); return f / 0.9375; } float fbm6(vec2 p) { float f = 0.0; f += 0.500000 * noise(p); p = mtx * p * 2.02; f += 0.250000 * noise(p); p = mtx * p * 2.03; f += 0.125000 * noise(p); p = mtx * p * 2.01; f += 0.062500 * noise(p); p = mtx * p * 2.04; f += 0.031250 * noise(p); p = mtx * p * 2.01; f += 0.015625 * noise(p); return f / 0.96875; } vec2 fbm4_2(vec2 p) { return vec2(fbm4(p + vec2(1.0)), fbm4(p + vec2(6.2))); } vec2 fbm6_2(vec2 p) { return vec2(fbm6(p + vec2(9.2)), fbm6(p + vec2(5.7))); } float func(vec2 q, out vec2 o, out vec2 n) { q += 0.05 * sin(vec2(0.11, 0.13) * iTime + length(q) * 4.0); o = 0.5 + 0.5 * fbm4_2(q); o += 0.02 * sin(vec2(0.13, 0.11) * iTime * length(o)); n = fbm6_2(4.0 * o); vec2 p = q + 2.0 * n + 1.0; float f = 0.5 + 0.5 * fbm4(2.0 * p); f = mix(f, f * f * f * 3.5, f * abs(n.x)); return f; } // Coloring uses intermediate variables o, n vec3 col = vec3(0.2, 0.1, 0.4); col = mix(col, vec3(0.3, 0.05, 0.05), f); col = mix(col, vec3(0.9, 0.9, 0.9), dot(n, n)); col = mix(col, vec3(0.5, 0.2, 0.2), 0.5 * o.y * o.y); col = mix(col, vec3(0.0, 0.2, 0.4), 0.5 * smoothstep(1.2, 1.3, abs(n.y) + abs(n.x))); col *= f * 2.0; ``` ### Variant 2: Turbulence/Ridged Warping (Electric Arc/Plasma Effect) In FBM, apply `abs(noise - 0.5)` to produce ridged textures, with dual-axis independent displacement + time-reversed drift. ```glsl float fbm_ridged(vec2 p) { float z = 2.0; float rz = 0.0; for (float i = 1.0; i < 6.0; i++) { rz += abs((noise(p) - 0.5) * 2.0) / z; z *= 2.0; p *= 2.0; } return rz; } float dualfbm(vec2 p) { vec2 p2 = p * 0.7; vec2 basis = vec2( fbm_ridged(p2 - iTime * 0.24), fbm_ridged(p2 + iTime * 0.26) ); basis = (basis - 0.5) * 0.2; p += basis; return fbm_ridged(p * makem2(iTime * 0.03)); } // Electric arc coloring vec3 col = vec3(0.2, 0.1, 0.4) / rz; ``` ### Variant 3: Pseudo-3D Lit Domain Warping Estimate screen-space normals via finite differences, apply directional lighting for an embossed effect. ```glsl float e = 2.0 / iResolution.y; vec3 nor = normalize(vec3( pattern(p + vec2(e, 0.0)) - shade, 2.0 * e, pattern(p + vec2(0.0, e)) - shade )); vec3 lig = normalize(vec3(0.9, 0.2, -0.4)); float dif = clamp(0.3 + 0.7 * dot(nor, lig), 0.0, 1.0); vec3 lin = vec3(0.70, 0.90, 0.95) * (nor.y * 0.5 + 0.5); lin += vec3(0.15, 0.10, 0.05) * dif; col *= 1.2 * lin; col = 1.0 - col; col = 1.1 * col * col; ``` ### Variant 4: Flow Field Iterative Warping (Gas Giant Effect) Compute the FBM gradient field, Euler-integrate to iteratively advect coordinates, simulating fluid convection vortices. ```glsl #define ADVECT_ITERATIONS 5 vec2 field(vec2 p) { float t = 0.2 * iTime; p.x += t; float n = fbm(p, t); float e = 0.25; float nx = fbm(p + vec2(e, 0.0), t); float ny = fbm(p + vec2(0.0, e), t); return vec2(n - ny, nx - n) / e; } vec3 distort(vec2 p) { for (float i = 0.0; i < float(ADVECT_ITERATIONS); i++) { p += field(p) / float(ADVECT_ITERATIONS); } return vec3(fbm(p, 0.0)); } ``` ### Variant 5: 3D Volumetric Domain Warping (Explosion/Fireball Effect) Displace a sphere SDF with 3D FBM, rendered via volumetric ray marching. ```glsl #define NOISE_FREQ 4.0 #define NOISE_AMP -0.5 mat3 m3 = mat3(0.00, 0.80, 0.60, -0.80, 0.36,-0.48, -0.60,-0.48, 0.64); float noise3D(vec3 p) { vec3 fl = floor(p); vec3 fr = fract(p); fr = fr * fr * (3.0 - 2.0 * fr); float n = fl.x + fl.y * 157.0 + 113.0 * fl.z; return mix(mix(mix(hash(n+0.0), hash(n+1.0), fr.x), mix(hash(n+157.0), hash(n+158.0), fr.x), fr.y), mix(mix(hash(n+113.0), hash(n+114.0), fr.x), mix(hash(n+270.0), hash(n+271.0), fr.x), fr.y), fr.z); } float fbm3D(vec3 p) { float f = 0.0; f += 0.5000 * noise3D(p); p = m3 * p * 2.02; f += 0.2500 * noise3D(p); p = m3 * p * 2.03; f += 0.1250 * noise3D(p); p = m3 * p * 2.01; f += 0.0625 * noise3D(p); p = m3 * p * 2.02; f += 0.03125 * abs(noise3D(p)); return f / 0.9375; } float distanceFunc(vec3 p, out float displace) { float d = length(p) - 0.5; displace = fbm3D(p * NOISE_FREQ + vec3(0, -1, 0) * iTime); d += displace * NOISE_AMP; return d; } ``` ## Performance & Composition ### Performance Tips - Three warp layers x 6 octaves = 18 noise samples per pixel; adding lit finite differences can reach 54 - **Reduce octaves**: 4 instead of 6, ~33% performance gain with minimal visual difference - **Reduce warp depth**: two layers `fbm(p + fbm(p))` is already organic enough, saving ~33% - **sin-product noise**: `sin(p.x)*sin(p.y)` is branchless and memory-free, suitable for mobile - **GPU built-in derivatives**: `dFdx/dFdy` instead of finite differences, 3x faster - **Texture noise**: pre-bake noise textures, trading computation for memory reads - **LOD adaptive**: reduce octave count for distant pixels - **Supersampling**: only use 2x2 when anti-aliasing is needed, 4x performance cost ### Composition Suggestions - **Ray marching**: warped scalar field as SDF displacement function -> fire, explosions, organic forms - **Polar coordinate transform**: domain warping in polar space -> vortices, nebulae, spirals - **Cosine palette**: `a + b*cos(2*pi*(c*t+d))` is more flexible than mix chains - **Post-processing**: bloom glow, tone mapping `col/(1+col)`, chromatic aberration (RGB channel offset sampling) - **Particles/geometry**: scalar field driving particle velocity fields, vertex displacement, UV animation ## Further Reading Full step-by-step tutorials, mathematical derivations, and advanced usage in [reference](../reference/domain-warping.md)