Project_2026-02-14_20-24-51

GLSL shader by scry · created 2026-02-15 · 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));
}

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

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