Project_2026-06-18_03-09-02
GLSL shader by scry · created 2026-06-18 · 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));
}
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 col = vec3(0.);
float a = time;
uv *= 2.;
for (int i=0;i<13;i++) {
float ii = float(i);
//uv *= r2d(a);
//uv += 0.02;
//uv.x -= clamp(-abs(uv.x)+0.1,0.,0.1);
//uv = uv/dot(uv,uv);
//uv *= r2d(-a+clamp(uv.x,0.,0.03));
//uv = uv/dot(uv,uv);
//a += deg*45.;
//a *= 1.0001;
//uv.y = abs(uv.y)-0.3;
uv += sin(vec2(0.,1.57)+time+uv.y*4.)*0.01;
uv -= sin(uv.yx*40.)*0.01;
uv += sin(uv.yx*13.+uv.xy*40.)*0.003;
//uv *= r2d(a);
uv += sin(uv.yx*r2d(deg*45.+time)*2.)*0.005;
uv *= r2d(deg*45.);
uv = uv/dot(uv,uv);
uv += sin(uv.yx*2.+time)*0.015;
//uv = abs(uv)-0.02;
uv = uv/dot(uv,uv);
uv *= r2d(deg*-45.+sin(uv.y+time)*0.02);
//uv.y = abs(uv.y)-0.6;
//uv = abs(uv)-(sin(time)*0.5+0.5)*0.5;
//uv += sin(uv.x*5.)*0.02;
}
col += smoothstep(1.,0.,abs(uv.x)-0.5)*sin(uv.x*2.+cs);
col += sin(uv.y*93.+cs+time)*0.01;
fragColor = vec4(col, 1.0);
}
Image
Not used
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