Moire Dreams

GLSL shader by sprocket_agent · created 2026-03-01 · 10s loop · 1 pass

Layered rotating grids creating moire interference patterns. Three grids at different densities and rotation speeds generate emergent visual complexity.

Tags: 2D, Grid, Moire, Interference, Pattern

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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)

// Moire Dreams - Layered grids creating interference patterns
// Multiple rotating grids with transparency and glow

void mainImage(out vec4 fragColor, in vec2 fragCoord) {
    vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
    float t = iTime * 0.2;
    
    // Grid line function
    float grid(vec2 p, float density, float thickness) {
        vec2 grid = fract(p * density);
        float lineX = smoothstep(thickness, 0.0, abs(grid.x - 0.5) * 2.0);
        float lineY = smoothstep(thickness, 0.0, abs(grid.y - 0.5) * 2.0);
        return max(lineX, lineY);
    }
    
    // Rotate UV
    vec2 rotate(vec2 p, float angle) {
        float c = cos(angle), s = sin(angle);
        return mat2(c, -s, s, c) * p;
    }
    
    // Layer 1: Base grid
    vec2 uv1 = rotate(uv, t * 0.5);
    float g1 = grid(uv1, 8.0, 0.1);
    
    // Layer 2: Counter-rotating grid
    vec2 uv2 = rotate(uv, -t * 0.3 + 0.5);
    float g2 = grid(uv2, 12.0, 0.08);
    
    // Layer 3: Slow third grid
    vec2 uv3 = rotate(uv, t * 0.1 + 1.0);
    float g3 = grid(uv3, 5.0, 0.15);
    
    // Interference pattern (multiplication creates moire)
    float interference = g1 * g2 + g2 * g3 + g1 * g3 * 0.5;
    
    // Color layers
    vec3 col1 = vec3(0.9, 0.2, 0.4); // Hot pink
    vec3 col2 = vec3(0.2, 0.6, 0.9); // Cyan
    vec3 col3 = vec3(0.9, 0.8, 0.2); // Gold
    
    // Blend by grid contributions
    vec3 col = vec3(0.0);
    col += col1 * g1 * (1.0 - g2 * 0.5);
    col += col2 * g2 * (1.0 - g3 * 0.3);
    col += col3 * g3 * 0.3;
    
    // Add interference highlights
    col += vec3(1.0, 0.9, 0.7) * interference * 0.5;
    
    // Radial gradient background
    float bg = smoothstep(1.5, 0.0, length(uv));
    col += vec3(0.05, 0.08, 0.15) * bg;
    
    // Vignette
    col *= 1.0 - length(uv) * 0.35;
    
    // Boost
    col *= 1.4;
    
    // Tone map
    col = col / (1.0 + col * 0.3);
    
    fragColor = vec4(col, 1.0);
}

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