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Sample of Animated FBM Nebula with Chromatic Aberration

shader_legends_3 · AshleyGAnimNebula

Animated FBM Nebula with Chromatic Aberration

A multi-coloured, slowly rotating cosmic gas cloud built from 5 layers of FBM noise at different scales, each layer rotated by a different angle that varies with time. The R, G, B channels of the field are sampled with slightly different rotations and translations, producing a chromatic-aberration split that reads as soft purple/green halos. The combined scalar field is mapped to a colour via Inigo Quilez's cosine palette, with a sparse star layer and a soft vignette on top.

Original: https://www.shadertoy.com/results?query=ashleyg+nebula

▶ Try the live demo (JS port) ▶ Run reference.py via Pyodide 10 formulas have instant JS ports. The Pyodide path runs the actual Python in your browser — first load is ~6 MB, then instant.

Family
shader_legends_3
Source
shader_legends_3
Evolution
noise_field
Render
layered_field
Complexity
high
Agents
0
Year
2016
Author
Ashley G. (Shadertoy user 'ashleyg')

Math essence

For each of 5 octaves k: rotate (x, y) by 0.4 t + 0.7 k, sample fbm(rotated * base_scale * step^k, 4 octaves), accumulate with weight 1 / (1 + 0.7 k). Compute the field three times for R, G, B with per-channel rotation/translation offsets of size chroma_strength. palette = IQ_cosine_palette(avg + palette_offset). final = palette * pow(tint, 0.6) + stars + background * (1 - brightness).

Parameters

Name Type Default Range Description
dim int 400 160–800 Square output size in pixels.
n_layers int 5 2–8 Number of rotated FBM layers.
base_scale float 1.2 0.5–8 Sample scale of the lowest-frequency FBM layer.
scale_step float 1.5 1.2–3 Multiplicative step between consecutive layers.
rot_speed float 0.05 -0.3–0.3 Per-step rotation rate of the FBM stack.
chroma_strength float 0.1 0–0.3 Per-channel chromatic-aberration offset magnitude.
palette_a rgb 0.5,0.5,0.5 null–null Cosine palette a (bias).
palette_b rgb 0.5,0.5,0.5 null–null Cosine palette b (amplitude).
palette_c rgb 1,1,1 null–null Cosine palette c (frequency).
palette_d rgb 0.1,0.33,0.67 null–null Cosine palette d (phase).
palette_offset float 0.2 0–1 Global hue offset into the palette.
background rgb 0.02,0.01,0.06 null–null Deep-space background tint.
star_threshold float 0.985 0.6–0.99 Per-cell hash threshold above which a star is drawn.
drift float 0.5 0–2 Per-step time-advance multiplier.

Reference

First 60 lines of reference.py. Full source: library_external/shader_legends_3/AshleyGAnimNebula/reference.py

from __future__ import annotations

from typing import ClassVar

import numpy as np


def _hash21(x: np.ndarray, y: np.ndarray, seed: int) -> np.ndarray:
    x = np.asarray(x, dtype=np.int64)
    y = np.asarray(y, dtype=np.int64)
    p = (x * np.int64(374761393) + y * np.int64(668265263) + np.int64(seed)) & np.int64(0xFFFFFFFF)
    p = (p ^ (p >> np.int64(13))) * np.int64(1274126177) & np.int64(0xFFFFFFFF)
    p = p ^ (p >> np.int64(16))
    return (p & np.int64(0xFFFFFFFF)).astype(np.float32) / np.float32(0xFFFFFFFF)


def _value_noise_2d(x: np.ndarray, y: np.ndarray, seed: int) -> np.ndarray:
    xi = np.floor(x).astype(np.int64)
    yi = np.floor(y).astype(np.int64)
    xf = (x - xi).astype(np.float32)
    yf = (y - yi).astype(np.float32)
    u = xf * xf * (3.0 - 2.0 * xf)
    v = yf * yf * (3.0 - 2.0 * yf)
    n00 = _hash21(xi, yi + seed, 0)
    n10 = _hash21(xi + 1, yi + seed, 0)
    n01 = _hash21(xi, yi + 1 + seed, 0)
    n11 = _hash21(xi + 1, yi + 1 + seed, 0)
    nx0 = n00 * (1.0 - u) + n10 * u
    nx1 = n01 * (1.0 - u) + n11 * u
    return nx0 * (1.0 - v) + nx1 * v


def _fbm(x: np.ndarray, y: np.ndarray, octaves: int, seed: int, lac: float = 2.0, gain: float = 0.5) -> np.ndarray:
    total = np.zeros_like(x, dtype=np.float32)
    amp = np.float32(1.0)
    freq = np.float32(1.0)
    norm = np.float32(0.0)
    for k in range(octaves):
        total = total + amp * _value_noise_2d(x * freq, y * freq, seed + k * 17)
        norm = norm + amp
        amp = amp * np.float32(gain)
        freq = freq * np.float32(lac)
    return total / max(norm, 1e-6)


def _rot2d(x: np.ndarray, y: np.ndarray, ang: float) -> tuple[np.ndarray, np.ndarray]:
    c = np.cos(ang)
    s = np.sin(ang)
    return c * x - s * y, s * x + c * y


class AshleyGAnimNebula:
    """Animated Nebula — Ashley G. (Shadertoy user 'ashleyg').

    Ashley G's *Nebula* is a chromatic-aberration-on-FBM shader that
    produces a slowly rotating, multi-coloured cosmic gas cloud.
    The recipe:

    1. **Five FBM layers** at different scales, each rotated by a
       different angle that varies with time.  The layers are

Try running it locally

The reference implementation is self-contained Python with numpy. Install the package and run:

python library_external/shader_legends_3/AshleyGAnimNebula/reference.py

Need help? See Learn for the standard environment setup, or Playground for an in-browser sketchbook.

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