Project_2026-07-15_03-18-26
GLSL shader by scry · created 2026-07-15 · updated 2026-07-16 · 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;
uv -= 0.5;
uv.x *= ar;
vec3 col = vec3(0.);
//uv = abs(uv)-0.25;
uv += sin(uv.yx*12.)*0.04;
//uv *= r2d(time*-2.+uv.x*2.);
float cr = sin(time*2.+0.02*212.)*0.5*step(0.,uv.x+1.);
//col += sin(uv.y*40.);
//uv *= r2d(-sin(time+0.));
vec2 vv = uv;
uv *= r2d(cr);
for (int i=0;i<424;i++) {
uv += sin(uv.yx*12.+float(i)*pi/7.)*0.015*smoothstep(0.5,0.,length(uv));
//uv += sin(uv*140.)*0.0002;
uv *= r2d(sin(time*2.+float(i)*0.01)*deg*1.);
}
//uv *= r2d(sin(time+0.));
uv *= r2d(-cr);
vec3 g = vec3(11.,121.,90.)/255.;
uv *= r2d(sin(time*2.-0.02*212.)*deg*-170.);
col += sin((uv.x)*8.+cs*0.2)*(uv.x-vv.x)*8.;
col += 0.7;
col *= 0.55;
col = clamp(col,0.1,0.8);
col = sin(col*24.+g+uv.x*120.)*col*0.03+col*g*1.5+0.15;
col *= smoothstep(0.5,0.,length(uv));
//col = sin(col*24.+g+uv.x*120.)*col*0.03+col*g;
fragColor = vec4(col, 1.0);
}
Image
Not used
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