Neon diamonds

GLSL shader by merrypranxter · created 2026-02-12 · 10s loop · 2 passes

Tags: 2d, Texture, Animation, Abstract

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Shader source (GLSL)

Common

#define pi acos(-1.)
#define deg pi/180.  //1 degree
#define time iTime*2.*pi/10. //sin(time) loops 10 seconds
#define R iResolution.xy //shorthand
#define ar R.x/R.y //aspect ratio
#define M iMouse //shorthand
#define xm (M.xy/R) //normalized mouse
#define nm ((xm.xy-0.5)*vec2(ar,1.)+0.5) //aspect ratio correction
vec3 cs = vec3(1.,2.,3.);
mat2 r2d(float a) {
    return mat2(cos(a),sin(a),-sin(a),cos(a));
}

Buffer A (iChannel0)

// --- 1. THE DEFINES (TUNE THE LUXURY) ---
#define SPEED iTime * 5
#define WEAVE_DENSITY 8.0   // HOW INTRICATE THE PATTERN IS
#define SPARKLE_AMOUNT 1.5  // THE "DIAMOND DUST" FACTOR
#define WARP_LAYERS 5.0     // THE COMPLEXITY OF THE FLOW

// --- 2. THE MATH ENGINE (THE LOOM & PALETTE) ---

mat2 rot(float a) { return mat2(cos(a), -sin(a), sin(a), cos(a)); }

// A ROYAL, IRIDESCENT PALETTE
vec3 palette(float t) {
    vec3 a = vec3(0.5, 0.5, 0.5);
    vec3 b = vec3(0.5, 0.5, 0.5);
    vec3 c = vec3(1.0, 1.0, 1.0);
    vec3 d = vec3(0.0, 0.33, 0.67); // DEEP BLUES, PURPLES, & GOLD
    return a + b * cos(6.28318 * (c * t + d + SPEED * 0.1));
}

// HIGH-FREQUENCY SPARKLE NOISE
float hash21(vec2 p) {
    p = fract(p * vec2(234.34, 435.345));
    p += dot(p, p + 34.23);
    return fract(p.x * p.y);
}

// --- 3. THE RENDERER (THE JEWELED WEAVE) ---

void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
    // 1. Normalize
    vec2 uv = (fragCoord * 2.0 - iResolution.xy) / iResolution.y;
    vec2 uv0 = uv; // Save for global color
    
    // 2. THE INTRICATE WARP (THE LOOM)
    // Weave the coordinates into a complex, flowing pattern
    float warp = 0.0;
    for(float i = 1.0; i <= WARP_LAYERS; i++) {
        uv *= rot(SPEED * 1 / i);
        warp += sin(uv.x * WEAVE_DENSITY * i + SPEED) * cos(uv.y * WEAVE_DENSITY * i);
        uv += warp * 0.1 / i; // Feedback the warp into itself
    }
    
    // 3. THE BASE COLOR (THE SILK)
    // Color is based on the final warped position and the original distance
    vec3 col = palette(length(uv) * 0.2 + warp * 0.1);
    
    // 4. THE SPARKLE LAYER (THE DIAMOND DUST)
    // Create a high-frequency noise that only shows the brightest peaks
    float noise = hash21(uv * 50.0 + iTime); // High-frequency UV
    float sparkle = smoothstep(0.85, 1.0, noise); // Only the top 15% of noise becomes a sparkle
    
    // Add the sparkles, colored by the palette, for an iridescent glitter effect
    col += sparkle * SPARKLE_AMOUNT * palette(noise + iTime);
    
    // 5. FINAL POLISH (CRUNCH & SHINE)
    // Enhance contrast and add a soft vignette
    col = pow(col, vec3(0.8)); // Make the colors deeper
    col *= 1.2 - length(uv0) * 0.5; // Focus the eye
    
    // Ensure no color overflow
    fragColor = vec4(clamp(col, 0.0, 1.0), 1.0);
}

Image

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