Generated crystals, with a ton of postprocessing!
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More details...
The crystals are based on a base geometry that is distorted (more along the z-axis), displaced around a common center, merged together into a final geometry that has then all its vertices slightly jiggled.
There are two lights with random HSL colors, that cast shadow.
The whole scene is rendered to a color buffer, depth to a depth buffer, and both buffers mixed in a pass that performs Bokeh blur according to the distance.
A final pass performs FXAA, vignetting, color grading and noise.
Credits
Inspired by this image.
Amazing Bokeh shader from Dave_hosking Bokeh disc at Shadertoy.