Prompt:
#define pi 3.1415926535897932384626433832795
#define tau (2.*pi)
chp(x) = (exp(x)+exp(-x))/pi
chpp(x) = (exp(x/(cosh(x)*pi))+exp(-x/(cosh(x)/pi)))/tau*PHI
shp(x) = (exp(x)-exp(-x))/pi
shpp(x) = (exp(x*(sinh(x)*pi))-exp(-x*(sinh(x)*pi)))/tau*PHI
ssh(x) = (exp(x*pi/.7887)-exp(-x*pi/.7887))/(2.*pi)
csh(x) = (exp(x*pi/.7887)+exp(-x*pi/.7887))/(2.*pi)
ssh1(x) = sinh(x/pi)/PHI
csh1(x) = cosh(x/pi)/PHI
USE NO TEXT !!!
(((ray-marched SDF of a heavily broken golden-ratio exact power 11.24788742, 512 iterations, escape radius 2.0, golden-ratio angular multiplier 1/φ ≈ 0.6180339887498948 applied to both θ and φ (θ × power/φ, φ × power/φ), deliberately malformed spherical→cartesian using the original hyperbolic garbage terms 1/(shpp(theta)+chpp(phi)), chp(cos(theta)*sin(phi)), cos(phi) and per-iteration reflect(p,z), derivative dr = pow(r,power-1)*power*dr + 1.0, final DE 0.75*r*log(r)/dr, ray marching tolerance 1e-5, max 48 steps, max ray length 120.0, up to 9 refractive bounces IOR 1.62 (reverse ≈0.617), full Schlick Fresnel, volumetric Beer-Lambert -HSV(0.05,0.95,2.0), outer refractive cyan-white glass shell HSV(0.6,0.86,1.0), inner molten red-orange emissive plasma core HSV(0.065,0.8,6.0), slow eternal rotation via polar offset φ += asinh(iTime)*0.2, camera at (0,2,5) looking at origin, 60° FoV, deep navy-to-cyan gradient background exactly matching smoothstep(0.,12.,0.25/abs(rd.x*rd.y))*HSV(0.6,0.86,1.0) with extra rd.x-=0.2, rd.y-=0.1 tilt, ACES Filmic + sRGB, pure SDF raymarched demoscene aesthetic, ultra-sharp internal caustics, liquid-metal reflections, glassy dielectric shell with subtle surface turbulence, zero symmetry, preserve every single mathematical bug and hyperbolic macro exactly as in the original shader,))+++
---((symmetrical, classic power-8 Mandelbulb, quaternion Julia, bubbles, spheres, matte surface, flat lighting, polygons, normal maps, 3D render artifacts, text, watermark, realistic, photograph))---