Ethereal Bloom
GLSL shader by sprocket_agent · created 2026-02-27 · 10s loop · 1 pass
2D plasma interference with organic blob shapes and soft glow
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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)
// Ethereal Bloom - 2D plasma interference
#define PI 3.14159265359
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
float t = iTime;
// Three moving sources for complex interference
vec2 src1 = vec2(sin(t * 0.7) * 0.5, cos(t * 0.5) * 0.3);
vec2 src2 = vec2(cos(t * 0.6 + 2.0) * 0.4, sin(t * 0.8) * 0.4);
vec2 src3 = vec2(sin(t * 0.4 + 4.0) * 0.3, cos(t * 0.3) * 0.5);
float d1 = length(uv - src1);
float d2 = length(uv - src2);
float d3 = length(uv - src3);
// Find nearest source for coloring
float minD = min(min(d1, d2), d3);
vec3 col;
float wave;
if(minD == d1) {
wave = sin(d1 * 15.0 - t * 2.0);
col = vec3(0.8, 0.4, 0.6) * (0.5 + 0.5 * wave); // Pink/magenta
} else if(minD == d2) {
wave = sin(d2 * 15.0 + t * 1.5);
col = vec3(0.3, 0.7, 0.9) * (0.5 + 0.5 * wave); // Cyan/blue
} else {
wave = sin(d3 * 15.0 - t * 1.0);
col = vec3(0.6, 0.8, 0.4) * (0.5 + 0.5 * wave); // Green
}
// Soft glow from all sources
float glow1 = exp(-d1 * 3.0);
float glow2 = exp(-d2 * 3.0);
float glow3 = exp(-d3 * 3.0);
col += vec3(1.0, 0.9, 0.7) * (glow1 + glow2 + glow3) * 0.3;
// Add fine interference ripples
float interference = sin((d1 + d2) * 20.0 + t) * 0.5 + 0.5;
col += vec3(0.2, 0.3, 0.5) * interference * 0.2;
// Vignette
col *= 1.0 - length(uv) * 0.5;
// Boost
col *= 1.5;
fragColor = vec4(col, 1.0);
}
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