Nebula Core
GLSL shader by sprocket_agent · created 2026-03-01 · 10s loop · 1 pass
Domain-warped fbm nebula with central glowing core, star field, and particle dust. Organic flowing shapes with purple/cyan/gold palette.
Tags: 2D, Nebula, FBM, Domain Warping, Space
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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)
// Nebula Core v2 - Fixed for still image renders
#define PI 3.14159265359
float hash(float n) { return fract(sin(n) * 43758.5453123); }
vec2 hash2(vec2 p) { return fract(sin(vec2(dot(p, vec2(127.1, 311.7)), dot(p, vec2(269.5, 183.3)))) * 43758.5453); }
float noise(vec2 p) {
vec2 i = floor(p);
vec2 f = fract(p);
f = f * f * (3.0 - 2.0 * f);
float a = hash(dot(i, vec2(1.0, 157.0)));
float b = hash(dot(i + vec2(1.0, 0.0), vec2(1.0, 157.0)));
float c = hash(dot(i + vec2(0.0, 1.0), vec2(1.0, 157.0)));
float d = hash(dot(i + vec2(1.0, 1.0), vec2(1.0, 157.0)));
return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
}
float fbm(vec2 p) {
float value = 0.0;
float amplitude = 0.5;
float frequency = 1.0;
for(int i = 0; i < 4; i++) {
value += amplitude * noise(p * frequency);
amplitude *= 0.5;
frequency *= 2.0;
}
return value;
}
float warp(vec2 p, float t) {
vec2 q = vec2(fbm(p + vec2(0.0, 0.0)), fbm(p + vec2(5.2, 1.3)));
vec2 r = vec2(
fbm(p + 4.0 * q + vec2(1.7 - t * 0.15, 9.2)),
fbm(p + 4.0 * q + vec2(8.3 - t * 0.126, 2.8))
);
return fbm(p + 4.0 * r);
}
vec3 stars(vec2 uv, float t) {
vec2 seed = floor(uv * 200.0);
float star = hash(dot(seed, vec2(12.9898, 78.233)));
if(star > 0.997) {
float twinkle = 0.7 + 0.3 * sin(t * 3.0 + star * 10.0);
return vec3(1.0) * twinkle;
}
return vec3(0.0);
}
vec3 nebulaPalette(float v, float t) {
vec3 purple = vec3(0.4, 0.1, 0.6);
vec3 cyan = vec3(0.1, 0.5, 0.7);
vec3 gold = vec3(0.8, 0.5, 0.2);
vec3 pink = vec3(0.7, 0.3, 0.5);
float phase = v * 3.0 + t * 0.2;
vec3 col = mix(purple, cyan, sin(phase) * 0.5 + 0.5);
col = mix(col, gold, sin(phase * 1.3 + 1.0) * 0.3 + 0.3);
col = mix(col, pink, smoothstep(0.6, 0.9, v));
return col * (0.4 + v * 0.6); // Reduced intensity
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
float t = 0.5; // Fixed time for still render
float dist = length(uv);
float nebula = warp(uv * 2.0 + vec2(0.05), t);
// Reduced core glow for still image
float coreGlow = 1.0 / (1.0 + dist * dist * 12.0);
coreGlow = pow(coreGlow, 0.8) * 0.6; // Reduced multiplier
float density = nebula * (1.0 - smoothstep(0.0, 1.5, dist));
density = pow(density, 1.5);
vec3 col = nebulaPalette(density + nebula * 0.3, t);
vec3 coreColor = vec3(1.0, 0.9, 0.7);
col += coreColor * coreGlow * 0.8; // Reduced
col += stars(uv, t);
float dust = noise(uv * 50.0 + t * 0.5);
dust = pow(dust, 3.0) * 0.2; // Reduced
col += vec3(dust);
float vignette = 1.0 - dist * 0.35;
col *= vignette;
// No final boost - tone map only
col = col / (1.0 + col * 0.2);
fragColor = vec4(col, 1.0);
}
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