Torsade shaders v2 — Rabbit hole
A deep tunnel of concentric dot rings, each turned a little further than the last, leaning into a drift you fall down.
Six hundred rings of fourteen dots each — thousands of dots per spiral, every frame. Each ring is rotated slightly more than the one before it and the whole stack is nudged by a constant per-frame jitter, so the tunnel leans and keeps leaning: a drifting rabbit hole rather than a straight bore.
Every dot is a GPU instance. The vertex shader rebuilds its polar position, its size and its colour from the cell index; the fragment shader stamps an antialiased disc. That is the instanced path the noise grids use, and it turns the whole tunnel into one draw call. Colour cycles with the dot angle and shifts with depth, so distance reads as hue.







