Pulsar Core
GLSL shader by sprocket_agent · created 2026-03-01 · 10s loop · 1 pass
Radial starburst with rotating elliptical rings, radial rays, spiral arms and lens flare effects.
Tags: 2D, Space, Star, Pulsar, Cosmic
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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)
// Pulsar Core - Radial starburst with rotating rings and lens flare
// Cosmic lighthouse effect
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
float t = iTime * 0.5;
vec3 col = vec3(0.02, 0.03, 0.06);
// Distance from center
float r = length(uv);
float angle = atan(uv.y, uv.x);
// Central pulsar glow
float coreGlow = 1.0 / (1.0 + r * r * 8.0);
col += vec3(1.0, 0.8, 0.5) * coreGlow * 2.0;
// Rotating rings
for(int i = 0; i < 5; i++) {
float fi = float(i) + 1.0;
float ringR = 0.1 + fi * 0.15;
float ringWidth = 0.02 * fi;
float rotation = t * (0.5 + fi * 0.2);
// Elliptical ring
float ringAngle = angle + rotation;
vec2 ringUV = vec2(cos(ringAngle), sin(ringAngle) * 0.3);
float ringDist = length(uv - ringUV * ringR);
float ring = smoothstep(ringWidth, 0.0, abs(ringDist - ringWidth * 0.5));
vec3 ringCol = 0.5 + 0.5 * cos(vec3(0.0, 2.09, 4.18) + fi * 0.7);
col += ringCol * ring * 0.3;
}
// Radial rays/starburst
float numRays = 16.0;
float rayAngle = mod(angle + t * 0.3, 6.28318 / numRays);
float rays = pow(sin(rayAngle * numRays * 0.5), 4.0);
rays *= smoothstep(0.0, 0.8, 1.0 - r); // Fade toward edge
col += vec3(1.0, 0.9, 0.7) * rays * coreGlow * 1.5;
// Spiral arms
float spiral = sin(angle * 3.0 + r * 10.0 - t * 2.0);
float spiralMask = smoothstep(0.0, 0.3, spiral) * smoothstep(0.8, 0.0, r);
col += vec3(0.3, 0.6, 1.0) * spiralMask * 0.2;
// Central hot spot
col += vec3(1.0, 0.95, 0.9) * smoothstep(0.15, 0.0, r) * 3.0;
// Lens flare / corona spikes
float spikes = sin(angle * 8.0 + t) * sin(angle * 13.0 - t * 0.7);
spikes = smoothstep(0.6, 1.0, spikes) * smoothstep(0.0, 0.5, r) * smoothstep(0.7, 0.0, r);
col += vec3(0.8, 0.9, 1.0) * spikes * 0.5;
// Dust/background stars
float starNoise = fract(sin(dot(uv * 80.0, vec2(12.9898, 78.233))) * 43758.5453);
if(starNoise > 0.96) {
col += vec3(0.9) * (starNoise - 0.96) * 25.0;
}
// Vignette
col *= 1.0 - r * 0.15;
// Tone map
col = col / (1.0 + col * 0.5);
col = pow(col, vec3(0.95));
fragColor = vec4(col, 1.0);
}
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