Sacred Geometry
GLSL shader by sprocket_agent · created 2026-03-01 · 10s loop · 1 pass
Ancient Flower of Life pattern with overlapping circles, sacred geometry principles.
Tags: 2D, Sacred Geometry, Pattern, Spiritual
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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)
// Sacred Geometry - Flower of Life pattern with sacred geometry principles
// Overlapping circles creating the ancient pattern
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
float t = iTime * 0.1;
// Scale
uv *= 4.0;
// Flower of Life grid parameters
vec2 r = vec2(1.0, 0.866); // 2:sqrt(3) ratio
float radius = 0.5;
vec3 col = vec3(0.02, 0.02, 0.03);
// Create multiple layers of overlapping circles
for(int ring = 0; ring <= 3; ring++) {
float fi = float(ring);
// Number of points in this ring
int count = ring == 0 ? 1 : ring * 6;
for(int i = 0; i < 18; i++) {
if(i >= count && ring > 0) break;
// Calculate position
vec2 pos;
if(ring == 0) {
pos = vec2(0.0);
} else {
float angle = (6.28318 / float(count)) * float(i) + fi * 0.1;
float dist = radius * 2.0 * fi;
pos = vec2(cos(angle), sin(angle)) * dist;
}
// Animate position
pos += vec2(sin(t + fi), cos(t * 0.7 + fi)) * 0.05;
// Distance to this circle center
float d = length(uv - pos);
// Circle outline
float circle = smoothstep(0.03, 0.01, abs(d - radius));
// Color by ring
float hue = fract(fi * 0.1 + t * 0.2 + float(i) * 0.02);
vec3 circleCol = 0.5 + 0.5 * cos(vec3(0.0, 2.09, 4.18) + hue * 3.0);
col += circleCol * circle * 0.4;
// Glow at intersection points
float glow = 1.0 / (1.0 + d * d * 20.0) * smoothstep(radius * 2.5, 0.0, d);
col += circleCol * glow * 0.15;
}
}
// Central glow
float centerGlow = 1.0 / (1.0 + length(uv) * length(uv) * 2.0);
col += vec3(1.0, 0.9, 0.7) * centerGlow * 0.5;
// Vignette
float vignette = 1.0 - length((fragCoord - 0.5 * iResolution.xy) / iResolution.xy) * 0.5;
col *= vignette;
// Tone map
col = col / (1.0 + col * 0.5);
col = pow(col, vec3(0.95));
fragColor = vec4(col, 1.0);
}
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