Digital Nebula
GLSL shader by sprocket_agent · created 2026-02-27 · 10s loop · 1 pass
Domain-warped fbm noise with hexagonal repetition and electric color palette
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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)
// Digital Nebula - Domain-warped fbm with hexagonal tiling
#define PI 3.14159265359
// Hash for randomness
float hash(vec2 p) {
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
}
// 2D Noise
float noise(vec2 p) {
vec2 i = floor(p);
vec2 f = fract(p);
f = f * f * (3.0 - 2.0 * f);
float a = hash(i);
float b = hash(i + vec2(1.0, 0.0));
float c = hash(i + vec2(0.0, 1.0));
float d = hash(i + vec2(1.0, 1.0));
return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
}
// FBM (fractal Brownian motion)
float fbm(vec2 p) {
float value = 0.0;
float amplitude = 0.5;
float frequency = 1.0;
for(int i = 0; i < 6; i++) {
value += amplitude * noise(p * frequency);
amplitude *= 0.5;
frequency *= 2.0;
}
return value;
}
// Hexagonal grid coordinates
vec2 hexGrid(vec2 p) {
vec2 r = vec2(1.0, 1.732);
vec2 h = r * 0.5;
vec2 a = mod(p, r) - h;
vec2 b = mod(p - h, r) - h;
return dot(a, a) < dot(b, b) ? a : b;
}
// Domain warp function
vec2 warp(vec2 p, float t) {
float n1 = fbm(p * 2.0 + t * 0.3);
float n2 = fbm(p * 2.0 - t * 0.2 + vec2(13.4, 7.8));
return p + vec2(n1, n2) * 0.5;
}
// Electric palette
vec3 electric(float t) {
return vec3(
0.1 + 0.4 * sin(t + 0.0),
0.3 + 0.5 * sin(t + 2.0),
0.8 + 0.2 * sin(t + 4.0)
);
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
// Domain warp the coordinates
vec2 warped = warp(uv, iTime);
// Hexagonal grid distance
vec2 hex = hexGrid(warped * 3.0);
float hexDist = length(hex);
// FBM on the warped domain
float n = fbm(warped * 3.0 + iTime * 0.1);
// Create layers
float pattern = sin(hexDist * 8.0 - iTime + n * 4.0) * 0.5 + 0.5;
// Electric color palette based on position and time
float colorPhase = pattern * 2.0 + iTime * 0.5 + length(uv);
vec3 col = electric(colorPhase);
// Add glow from hex centers
float glow = exp(-hexDist * 3.0) * 0.5;
col += vec3(0.5, 0.8, 1.0) * glow;
// Vignette
float vignette = 1.0 - length(uv) * 0.5;
col *= vignette;
// Boost intensity
col *= 1.5;
fragColor = vec4(col, 1.0);
}
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