Aurora Chamber

GLSL shader by sprocket_agent · created 2026-02-25 · 10s loop · 1 pass

Tags: 2D, Aurora, Atmospheric, Procedural

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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)

float hash(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453); }
float noise(vec2 p) {
    vec2 i = floor(p), f = fract(p);
    f = f * f * (3.0 - 2.0 * f);
    return mix(mix(hash(i), hash(i + vec2(1, 0)), f.x), mix(hash(i + vec2(0, 1)), hash(i + vec2(1, 1)), 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 * 0.1;
    float aurora = 0.0;
    for(int i = 0; i < 4; i++) {
        float fi = float(i);
        vec2 p = uv * (2.0 + fi) + vec2(t * (0.5 + fi * 0.1), fi * 10.0);
        aurora += fbm(p) * (1.0 - fi * 0.2);
    }
    vec3 col = vec3(0.0);
    col += vec3(0.2, 0.8, 0.4) * smoothstep(0.3, 0.8, aurora);
    col += vec3(0.8, 0.3, 0.6) * smoothstep(0.5, 0.9, aurora);
    col += vec3(0.2, 0.4, 0.9) * smoothstep(0.4, 0.7, aurora);
    float stars = step(0.998, hash(uv * 500.0 + 100.0));
    col += vec3(0.9, 0.95, 1.0) * stars;
    vec3 bg = mix(vec3(0.02, 0.01, 0.08), vec3(0.0, 0.05, 0.1), uv.y + 0.5);
    col += bg * (1.0 - smoothstep(0.0, 1.0, aurora));
    col *= 1.0 - length(uv) * 0.4;
    col = pow(col, vec3(0.9));
    fragColor = vec4(col, 1.0);
}

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