Project_2026-02-14_20-24-51
GLSL shader by scry · created 2026-02-15 · 10s loop · 2 passes
This page opens the shader in the ShaderKit browser GLSL editor: edit it live, fork it, or render it to video, GIF or images up to 8K. Also available as a full-screen view and an embeddable player.
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));
}
float sdBox(in vec2 p, in vec2 b) {
vec2 d = abs(p)-b;
return length(max(d,0.0)) + min(max(d.x,d.y),0.0);
}
Buffer A (iChannel0)
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = fragCoord.xy / iResolution.xy;
vec2 tv = uv;
uv -= 0.5;
uv.x *= ar;
vec3 bg = vec3(0.5);
vec3 col = bg;
float t= -time;
for(int i = 0; i < 124; i++) {
float ii = float(124-i);
ii *= ii*0.001;
float alpha = float(124-i) / 124.0;
vec2 offset = vec2(sin(ii*0.04+t),cos(ii*0.5+t))*0.4;
float d = sdBox(uv - offset, vec2(0.0)*0.005);
float mask = (1.0 - smoothstep(0.0, 0.001, d)) * (1.0 - alpha);
col = mix(col, vec3(float(i % 2)), mask);
}
//t += 10.;
for(int i = 0; i < 124; i++) {
float ii = float(124-i);
ii *= ii*0.001;
vec2 offset = vec2(sin(ii*0.4+t),cos(ii*0.1+t))*0.4;
float alpha = float(124-i) / 124.0;
float d = sdBox(uv - offset, vec2(0.0)*0.005);
float mask = (1.0 - smoothstep(0.0, 0.001, d)) * (1.0 - alpha);
col = mix(col, vec3(float(i % 2)), mask);
}
//t += 10.;
for(int i = 0; i < 124; i++) {
float ii = float(124-i);
ii *= ii*0.005;
vec2 offset = vec2(sin(ii*0.1+t),cos(ii*0.05+t))*0.4;
float alpha = float(124-i) / 124.0;
float d = sdBox(uv - offset, vec2(0.0)+ii*0.005);
float mask = (1.0 - smoothstep(0.0, 0.001, d)) * (1.0 - alpha);
col = mix(col, vec3(float(i % 2)), mask);
}
for(int i = 0; i < 124; i++) {
float ii = float(124-i);
ii *= ii*0.005;
vec2 offset = vec2(sin(ii*0.3+t),cos(ii*0.1+t))*sin(ii*0.1+t)*0.3;
float d = sdBox(uv - offset, vec2(0.0)+ii*0.005);
float alpha = float(124-i) / 124.0;
float mask = (1.0 - smoothstep(0.0, 0.001, d)) * (1.0 - alpha);
col = mix(col, vec3(float(i % 2)), mask);
}
col *= 3.;
col -= 0.99;
fragColor = vec4(col, 1.0);
}
Image
Not used
More shaders by scry
- Project_2026-08-15_18-22-06
- Project_2026-08-14_16-45-00
- Project_2026-07-24_15-10-23
- Project_2026-07-15_03-18-26
- Glass of Orange Juice (raymarched)
- Project_2026-07-13_00-53-50
- Project_2026-07-10_16-39-54
- Popcorn ceiling
- Project_2026-06-20_15-32-19
- Project_2026-06-25_12-22-43
- Visual Enhancer
- Project_2026-06-24_11-11-39
Browse all public shaders · All shaders by scry · ShaderKit home
Unread comments
×Projects with new comments. Click to open and read.