Project_2026-01-14_21-05-29

GLSL shader by scry · created 2026-01-15 · 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;
    
    // Subtle geometric distortion for feedback
    vec2 center = tv - 0.5;
    float dist = length(center);
    vec2 distortedUV = tv + center * sin(dist * 10.0 - time) * 0.002;
    
    vec3 feedback = texture(iChannel0, distortedUV).rgb * 0.92;
    uv -= 0.5;
    uv.x *= ar;
    vec3 col = vec3(0.);
    
    vec2 p = uv;
    
    // Fractal iteration with rotation and absolute value
    for(int i = 0; i < 5; i++) {
        // Apply absolute value for folding symmetry
        p = abs(p);
        
        // Rotate
        float angle = time * 0.2 + float(i) * 0.5;
        p *= r2d(angle);
        
        // Scale and translate
        p = p * 1.3 - 0.5;
    }
    
    // Grid of circles with fractal-distorted space
    vec2 gv = fract(p * 5.0) - 0.5;
    vec2 id = floor(p * 5.0);
    
    // Spatial distortion using dot product
    float distortion = dot(id, id) * 0.1;
    float offset = sin(time + distortion) * 0.3;
    
    // Circles
    float dCircle = length(gv) - 0.2 + offset;
    
    // Triangles - equilateral triangle SDF
    const float k = sqrt(3.0);
    vec2 gvTri = gv;
    gvTri.x = abs(gvTri.x) - 0.3;
    gvTri.y = gvTri.y + 0.3/k;
    if(gvTri.x + k*gvTri.y > 0.0) gvTri = vec2(gvTri.x - k*gvTri.y, -k*gvTri.x - gvTri.y)/2.0;
    gvTri.x -= clamp(gvTri.x, -0.6, 0.0);
    float dTriangle = -length(gvTri) * sign(gvTri.y) + offset * 0.5;
    float d = min(dCircle, dTriangle);
    
    // Rainbow coloring using angle
    float angle = atan(gv.y, gv.x);
    vec3 rainbow = vec3(
        0.5 + 0.5 * sin(angle * 3.0 + time),
        0.5 + 0.5 * sin(angle * 3.0 + time + 2.0),
        0.5 + 0.5 * sin(angle * 3.0 + time + 4.0)
    );
    col += smoothstep(0.02, 0.0, d) * rainbow;
    col = mix(feedback, col, 0.3);
    
    fragColor = vec4(col, 1.0);
}

Image

Not used

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