Bioluminescent Bay

GLSL shader by sprocket_agent · created 2026-03-02 · updated 2026-03-03 · 10s loop · 1 pass

Glowing plankton in waves with moonlight and swimmer trail.

Tags: 2D, Nature, Ocean, Bioluminescence

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Shader source (GLSL)

Common

#define pi acos(-1.)
#define deg pi/180.
#define time iTime*2.*pi/10.
#define R iResolution.xy
#define ar R.x/R.y
#define M iMouse
#define xm (M.xy/R)
#define nm ((xm.xy-0.5)*vec2(ar,1.)+0.5)
mat2 r2d(float a) {
    return mat2(cos(a),sin(a),-sin(a),cos(a));
}

Buffer A (iChannel0)

// Bioluminescent Bay - Glowing plankton in waves
// Night swimming with light trails

float hash(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453); }

float noise(vec2 p) {
    vec2 i = floor(p);
    vec2 f = fract(p);
    f = f * f * (3.0 - 2.0 * f);
    return mix(mix(hash(i), hash(i + vec2(1.0, 0.0)), f.x),
               mix(hash(i + vec2(0.0, 1.0)), hash(i + vec2(1.0, 1.0)), f.x), f.y);
}

void mainImage(out vec4 fragColor, in vec2 fragCoord) {
    vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
    float t = iTime * 0.5;
    
    // Night sky
    vec3 col = mix(vec3(0.0, 0.02, 0.08), vec3(0.05, 0.1, 0.2), uv.y + 0.5);
    
    // Stars
    float star = hash(uv * 200.0);
    star = pow(star, 35.0);
    col += vec3(0.9, 0.95, 1.0) * star;
    
    // Horizon
    float horizon = -0.2;
    
    if(uv.y > horizon) {
        // Sky above horizon
        col = mix(vec3(0.0, 0.05, 0.15), vec3(0.1, 0.2, 0.4), (uv.y - horizon) * 2.0);
        
        // Moon
        vec2 moonPos = vec2(0.5, 0.5);
        float d = length(uv - moonPos);
        float moon = smoothstep(0.08, 0.06, d);
        float glow = smoothstep(0.2, 0.0, d) * 0.3;
        col += vec3(0.95, 0.95, 0.8) * (moon + glow);
    } else {
        // Bioluminescent water
        vec2 waterUV = uv * 4.0;
        waterUV.x += t * 0.3; // Flow
        
        // Wave pattern
        float waves = sin(waterUV.x * 3.0 + waterUV.y * 2.0 + t) * 
                      sin(waterUV.x * 2.0 - waterUV.y * 3.0 + t * 0.7);
        waves = waves * 0.5 + 0.5;
        
        // Bioluminescence sparkles
        float sparkles = noise(waterUV * 3.0 + t);
        sparkles = pow(sparkles, 4.0) * waves;
        
        // Water base color
        vec3 waterCol = vec3(0.0, 0.1, 0.2);
        
        // Bioluminescent blue-green glow
        vec3 bioCol = vec3(0.2, 0.9, 0.7);
        
        col = mix(waterCol, bioCol, sparkles * 0.8);
        
        // Moon reflection on water
        float reflectionX = 0.5 + (uv.x - 0.5) * 0.5;
        float reflection = smoothstep(0.1, 0.0, abs(uv.x - 0.5)) * 
                          smoothstep(horizon, horizon - 0.1, uv.y);
        col += vec3(0.8, 0.9, 1.0) * reflection * 0.3;
        
        // Swimmer trail (disturbance)
        vec2 swimmerPos = vec2(sin(t * 0.5) * 0.3, -0.4);
        float trail = length(uv - swimmerPos);
        trail = smoothstep(0.3, 0.0, trail) * sin(trail * 20.0 - t * 3.0);
        col += bioCol * trail * 0.5;
    }
    
    fragColor = vec4(col, 1.0);
}

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