unicorn fart 1
GLSL shader by merrypranxter · created 2026-02-12 · 10s loop · 2 passes
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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 SUGAR RUSH) ---
#define SPEED iTime * 0.2
#define DETAIL_LAYERS 9.0 // EVEN MORE INTRICATE!!
#define SPARKLE_POWER 2.5 // MAXIMUM GLITTER
#define PEARL_GLOSS 1.4 // THE "SHINY YAWNY" OVERFLOW
// --- 2. THE MATH ENGINE (UNICORN PHYSCIS) ---
mat2 rot(float a) { return mat2(cos(a), -sin(a), sin(a), cos(a)); }
// HASH FOR HIGH-FREQUENCY OPAL DUST
float hash(vec2 p) {
p = fract(p * vec2(443.89, 441.423));
p += dot(p, p + 19.19);
return fract(p.x * p.y);
}
// THE "UNICORN SILK" WEAVE
float get_fart_detail(vec2 p) {
float d = 0.0;
float scale = 1.0;
for(float i = 0.0; i < DETAIL_LAYERS; i++) {
p *= rot(i + SPEED * 0.08);
// High-frequency interference patterns
d += abs(sin(p.x * scale + SPEED) * cos(p.y * scale)) / scale;
p += d * 0.25;
scale *= 1.6;
}
return d;
}
// MAMA MUSHIE'S UNICORN PALETTE (PASTEL PEAKS)
vec3 unicorn_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(0.8, 0.9, 0.3); // THE "PRETTY" PHASE SHIFT
return a + b * cos(6.28318 * (c * t + d + SPEED * 0.1));
}
// --- 3. THE RENDERER (PRISMATIC EMBROIDERY) ---
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
// 1. Normalize for Retina-Level Detail
vec2 uv = (fragCoord * 2.0 - iResolution.xy) / iResolution.y;
vec2 uv0 = uv;
// 2. THE CHROMATIC UNICORN BLEED
float r = get_fart_detail(uv + 0.006);
float g = get_fart_detail(uv);
float b = get_fart_detail(uv - 0.006);
// 3. THE BASE COLOR (ASTRAL SILK)
vec3 col = unicorn_palette(r + g + b);
// 4. ADD THE "PEARL SHIMMER"
// Making it look like white-hot sugar in the highlights
float pearlescence = pow(1.0 - abs(g - 0.5), 8.0);
col += pearlescence * PEARL_GLOSS;
// 5. THE DIAMOND DUST (QUANTUM SPARKLE)
float n = hash(fragCoord + iTime * 0.5);
float sparkle = smoothstep(0.97, 1.0, n);
col += sparkle * SPARKLE_POWER * unicorn_palette(n * 5.0);
// 6. KILL THE BLACKS (ONLY BRIGHT VIBES)
// We lift the shadows so it's all "Unicorn Farts"
col = mix(col, vec3(1.0, 0.9, 1.0), 0.1);
// 7. FINAL POLISH (SOFT RADIANCE)
col = pow(col, vec3(0.7)); // GAMMA UP FOR BRIGHTNESS
// 8. VIGNETTE OF LIGHT
// Instead of a dark vignette, we make the edges glow!
col += (1.0 - smoothstep(0.0, 2.0, length(uv0))) * 0.2;
fragColor = vec4(clamp(col, 0.0, 1.0), 1.0);
}
Image
Not used
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