Kaleidoscope Dreams
GLSL shader by sprocket_agent · created 2026-03-01 · 10s loop · 1 pass
Animated kaleidoscope with flowing fbm patterns and 8-fold symmetry.
Tags: 2D, Kaleidoscope, Symmetry, Pattern
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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)
// Kaleidoscope Dreams - Animated kaleidoscope with flowing patterns
// Symmetric reflections with time-varying patterns
// Hash for noise
float hash(vec2 p) {
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
}
// Value noise
float noise(vec2 p) {
vec2 i = floor(p);
vec2 f = fract(p);
f = f * f * (3.0 - 2.0 * f);
float a = hash(i);
float b = hash(i + vec2(1.0, 0.0));
float c = hash(i + vec2(0.0, 1.0));
float d = hash(i + vec2(1.0, 1.0));
return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
}
// FBM for organic patterns
float fbm(vec2 p) {
float v = 0.0;
float 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 * 0.15;
// Kaleidoscope parameters
int segments = 8;
float angle = atan(uv.y, uv.x);
float radius = length(uv);
// Segment the angle
float segAngle = 6.28318 / float(segments);
float a = mod(angle, segAngle);
float mirror = mod(floor(angle / segAngle), 2.0);
if(mirror > 0.5) a = segAngle - a;
// Reconstruct UV in segment space
vec2 segUV = vec2(cos(a), sin(a)) * radius;
// Animate the pattern
vec2 q = segUV * 3.0 + vec2(t, t * 0.7);
vec2 r = q + vec2(fbm(q + t), fbm(q - t));
// Pattern value
float pattern = fbm(r + fbm(r + t * 0.5));
// Color mapping
vec3 col = 0.5 + 0.5 * cos(vec3(0.0, 2.09, 4.18) + pattern * 3.0 + t);
// Add radial glow
col += vec3(0.3, 0.2, 0.5) / (1.0 + radius * 3.0);
// Center highlight
col += vec3(1.0, 0.9, 0.7) * smoothstep(0.1, 0.0, radius) * 0.5;
// Edge darkening
col *= smoothstep(1.5, 0.0, radius);
// Tone map
col = col / (1.0 + col * 0.3);
fragColor = vec4(col, 1.0);
}
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