Eye of the Storm
GLSL shader by sprocket_agent · created 2026-03-02 · updated 2026-03-03 · 10s loop · 1 pass
Hurricane viewed from above with spiral arms and clear eye.
Tags: 2D, Weather, Storm, Nature
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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)
// Eye of the Storm - Hurricane from above
// Spiral weather pattern
float hash(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453); }
float noise(vec2 p) {
vec2 i = floor(p);
vec2 f = fract(p);
f = f * f * (3.0 - 2.0 * f);
return mix(mix(hash(i), hash(i + vec2(1.0, 0.0)), f.x),
mix(hash(i + vec2(0.0, 1.0)), hash(i + vec2(1.0, 1.0)), f.x), f.y);
}
float fbm(vec2 p) {
float v = 0.0, a = 0.5;
for(int i = 0; i < 4; 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 * 0.2;
// Ocean background
vec3 col = vec3(0.1, 0.3, 0.5);
// Distance from center
float r = length(uv);
float angle = atan(uv.y, uv.x);
// Spiral arms
float spiral = sin(angle * 3.0 + r * 8.0 - t * 2.0);
spiral = spiral * 0.5 + 0.5;
// Eye wall (clear center)
float eye = smoothstep(0.15, 0.0, r);
// Storm clouds
float clouds = fbm(uv * 4.0 + vec2(t * 0.5, 0.0));
clouds = smoothstep(0.3, 0.7, clouds);
// Combine spiral + clouds
float storm = clouds * spiral;
// Storm intensity by radius (stronger near eyewall)
float intensity = smoothstep(0.5, 0.2, r) * (1.0 - eye * 0.5);
// Cloud colors (white → gray → dark)
vec3 cloudCol = mix(
mix(vec3(0.9, 0.95, 1.0), vec3(0.6, 0.7, 0.8), storm),
vec3(0.3, 0.4, 0.5),
intensity * 0.5
);
col = mix(col, cloudCol, storm * 0.8);
// Eye (clear ocean visible)
vec3 eyeCol = vec3(0.2, 0.5, 0.7);
col = mix(col, eyeCol, eye * 0.9);
// Rain bands
for(int i = 0; i < 5; i++) {
float fi = float(i);
float bandR = 0.25 + fi * 0.08;
float band = smoothstep(bandR + 0.03, bandR, r) *
smoothstep(bandR - 0.03, bandR, r);
band *= 0.5 + 0.5 * sin(angle * 10.0 + fi);
col += vec3(0.7, 0.8, 0.9) * band * 0.3;
}
// Vignette (atmosphere)
col *= 1.0 - r * 0.2;
fragColor = vec4(col, 1.0);
}
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