Project_2026-07-10_16-39-54

GLSL shader by scry · created 2026-07-10 · updated 2026-07-11 · 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)

vec3 c2(vec2 uv, float t) {
    vec3 col = vec3(0.);
    vec2 ov = uv;
    for (int i=0;i<13;i++) {
        uv = abs(uv)-0.2;
        //uv = mix(uv,ov,sin(t/4.)*0.5+0.5);
    }
    for (int i=0;i<44;i++) {
        uv.x += sin(uv.y*122.+uv.x*-4.+t+ov.y*4.+uv.y*8.)*0.003;
        uv *= r2d(deg*45.);
    }
    col += smoothstep(0.5,0.,abs(uv.x+sin(uv.y*20.)*0.4));
    //col += sin(uv.x*5.+cs+sin(uv.y*20.));
    col += sin(uv.x*10.+cs+t)*0.2;
    return col;
}
vec3 c1(vec2 uv, float t) {
    vec3 col = vec3(0.);
    vec2 ov = uv;
    for (int i=0;i<44;i++) {
        uv.x += sin(uv.y*122.+uv.x*-4.+t+ov.y*4.+uv.y*8.)*0.003;
        uv *= r2d(deg*45.);
    }
    col += smoothstep(0.5,0.,abs(uv.x+sin(uv.y*20.)*0.4));
    //col += sin(uv.x*5.+cs+sin(uv.y*20.));
    col += sin(uv.x*10.+cs+t)*0.2;
    vec3 cx = c2(ov,t);
    col = mix(cx,col,sin(time)*0.5+0.5);
    //col = cx;
    return col;
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
    vec2 uv = fragCoord.xy / iResolution.xy;
    vec2 tv = uv;
    uv -= 0.5;
    uv.x *= ar;
    vec3 col = vec3(0.);
    for (int i=0;i<8;i++) {
        float ii = float(i);
        float fi = fract(ii/6.+time/pi/2.);
        float f2 = fract(ii/6.+time/pi/2.+0.5);
        float afi = abs(fi-0.5)*2.;
        float af2 = abs(fi-0.5)*2.;
        float nfi = 1.-fi;
        float nf2 = 1.-f2;
        float naf2 = 1.-af2;
        float nafi = 1.-afi;
        vec2 av = uv+sin(uv.yx*6.+ii*pi/3.+time)*0.02*pow(nf2,4.);
        //uv *= r2d(deg*45.);
        //av += sin(uv*14.+ii/pi/3.)*nf2*0.1;
        //av *= r2d(deg*45.);
        //av += sin(av.yx*14.+ii/pi/3.)*pow(nf2,4.)*0.1;
        //av *= r2d(deg*-45.);
        uv.y += 0.1;
        uv.y += 0.02*sin(time+ii);
        vec3 c = c1(av,ii*0.5+time*-2.)*afi*(1.-(sin(sin(av.x*4.+afi+ii*3.)*4.+sin(av.y*3.+ii)*4.+nafi*3.+ii)*0.5+0.5));
        col += c;
    }
    //col = clamp(col*0.1,0.,0.1)*0.+clamp(col*0.1,0.,0.3);
    //col *= 0.2;
    vec3 cc = col;
    //col = smoothstep(0.,0.02,col-0.8);
    col *= 0.2;
    col += 0.3;
    //col *= 0.035;
    //col += 0.57-cc*0.08;
    
    //col *= 0.02;
    //col += 0.5;
    //col += c1(uv,time);
    fragColor = vec4(col, 1.0);
}

Image

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