EMERGANT FLOW

GLSL shader by JFX · created 2026-02-03 · 10s loop · 2 passes

FLOW

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));
}

Buffer A (iChannel0)

#define PI 3.14159265359

float hash21(vec2 p){
    p = fract(p * vec2(234.34, 435.345));
    p += dot(p, p + 34.23);
    return fract(p.x * p.y);
}

float noise(vec2 p){
    vec2 i = floor(p);
    vec2 f = fract(p);
    f = f*f*(3.0-2.0*f);

    float a = hash21(i);
    float b = hash21(i+vec2(1.,0.));
    float c = hash21(i+vec2(0.,1.));
    float d = hash21(i+vec2(1.,1.));

    return mix(mix(a,b,f.x), mix(c,d,f.x), f.y);
}

float fbm(vec2 p){
    float v = 0.0;
    float a = 0.5;
    for(int i=0;i<6;i++){
        v += a * noise(p);
        p *= 2.0;
        a *= 0.5;
    }
    return v;
}

void mainImage(out vec4 fragColor, in vec2 fragCoord)
{
    vec2 uv = fragCoord.xy / iResolution.xy;
    uv -= 0.5;
    uv.x *= iResolution.x / iResolution.y;

    float t = time * 0.08;

    // --- Stone structure base ---
    float stone = fbm(uv * 6.0);

    // --- Crack network ---
    float cracks = fbm(uv * 12.0 + fbm(uv * 4.0) * 3.0);
    cracks = smoothstep(0.55, 0.65, cracks);

    // Thin fracture lines
    float fractures = abs(sin(fbm(uv * 18.0) * 20.0));
    fractures = smoothstep(0.85, 1.0, fractures);

    cracks *= fractures;

    // --- Ancient light leaking ---
    vec2 flow = vec2(
        fbm(uv * 3.0 + t),
        fbm(uv * 3.0 - t)
    );

    float language = fbm(uv * 8.0 + flow * 2.0 - t * 0.5);

    // Slow pulse like buried signal
    float pulse = 0.5 + 0.5 * sin(t * 2.0);

    float light = cracks * language * pulse;

    // Glow shaping
    light = pow(light, 1.8);

    // Dark stone base
    vec3 col = vec3(stone * 0.15);

    // Ancient light color (bone-white gold)
    vec3 leakColor = vec3(1.0, 0.85, 0.6);

    col += leakColor * light * 2.0;

    fragColor = vec4(col, 1.0);
}

Image

Not used

More shaders by JFX

Browse all public shaders · All shaders by JFX · ShaderKit home

Vibe Mode BETA
💰 ~0 credits
Uniforms
FPS: 0
Time: 0
Resolution: 0 x 0

Account

FPS: -- Time: -- --×-- 1x