Project_2026-06-21_15-46-43

GLSL shader by scry · created 2026-06-21 · updated 2026-06-23 · 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)

float sdBox(in vec2 p, in vec2 b) {
    vec2 d = abs(p)-b;
    return length(max(d,0.0)) + min(max(d.x,d.y),0.0);
}

vec2 ua(vec2 uv, float i, float s) {
    uv.x += sin(time+i)*0.45;
    uv *= r2d(deg*90.);
    uv *= s;
    return uv;
}
vec2 ub(vec2 uv, float i, float s) {
    uv *= r2d(deg*90.);
    uv.x -= sin(time+i)*0.45;
    uv /= s;
    return uv;
}

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 = log(uv);
    float s = 2.;
    vec2 u1 = uv;
    float lf = fract(time/pi);
    uv *= r2d(deg*90.);
    uv /= s;
    uv.x -= sin(time)*0.45;
    //uv = ua(uv,0.,s);
    //uv /= s;
    uv = mix(-u1,uv,lf);
    float last = 10.;
    float x = 10.;
    for (int i=0;i<100;i++) {
        float nl = sdBox(uv,vec2(0.45,0.));
        float line = smoothstep(0.01,0.,nl);
        
        x = min(x,nl);
        if (i == 1) {
            x = mix(nl,min(x,nl),1.-lf);
            //x = min(x,last);
        }
        uv = ua(uv,float(i),s);
        //uv *= s;
        if (i == 0) {
            last = x;
        }
    }
    //x -= last*fract(time);
    //x = min(x,last);
    col = sin(log(x)*4.+cs);
    fragColor = vec4(col, 1.0);
}

Image

Not used

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