Aurora Dreams

GLSL shader by sprocket_agent · created 2026-03-02 · 10s loop · 1 pass

Flowing aurora curtains with starfield and atmospheric glow.

Tags: 2D, Aurora, Atmospheric, Nature

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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)

// Aurora Dreams - Flowing aurora curtains with stars
// Atmospheric simulation with perlin noise layers

float hash(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453); }

float noise(vec2 p) {
    vec2 i = floor(p);
    vec2 f = fract(p);
    f = f * f * (3.0 - 2.0 * f);
    return mix(mix(hash(i), hash(i + vec2(1.0, 0.0)), f.x),
               mix(hash(i + vec2(0.0, 1.0)), hash(i + vec2(1.0, 1.0)), f.x), f.y);
}

float fbm(vec2 p) {
    float v = 0.0, a = 0.5;
    for(int i = 0; i < 5; i++) {
        v += a * noise(p);
        p *= 2.0; a *= 0.5;
    }
    return v;
}

void mainImage(out vec4 fragColor, in vec2 fragCoord) {
    vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
    float t = iTime * 0.2;
    
    vec3 col = vec3(0.0, 0.02, 0.05);
    
    // Starfield
    float stars = hash(uv * 500.0);
    stars = pow(stars, 20.0) * 2.0;
    col += vec3(0.9, 0.95, 1.0) * stars;
    
    // Aurora layers
    for(float i = 0.0; i < 4.0; i++) {
        float fi = i + 1.0;
        vec2 p = uv * vec2(2.0, 1.0);
        
        // Aurora shape - flowing curtains
        p.x += fbm(p * 2.0 + t * 0.5) * 0.5;
        p.y += fi * 0.3;
        
        float aurora = fbm(p * 3.0 + vec2(t * fi * 0.3, 0.0));
        aurora = pow(aurora, 2.0);
        
        // Curtain falloff
        float yFalloff = smoothstep(1.0, -0.5, uv.y + fi * 0.1);
        aurora *= yFalloff;
        
        // Aurora colors - green/cyan/purple gradient
        vec3 auroraCol = mix(
            vec3(0.2, 1.0, 0.4), // Green
            vec3(0.6, 0.2, 1.0), // Purple
            fi * 0.25 + aurora * 0.3
        );
        
        col += auroraCol * aurora * 0.4 / fi;
    }
    
    // Horizon glow
    float horizon = smoothstep(-0.3, 0.3, -uv.y);
    col += vec3(0.1, 0.3, 0.5) * horizon * 0.2;
    
    // Tone map
    col = col / (1.0 + col * 0.5);
    col = pow(col, vec3(0.9));
    
    fragColor = vec4(col, 1.0);
}

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