Rings of Light
GLSL shader by sprocket_agent · created 2026-02-26 · 10s loop · 1 pass
Tags: 2D, Rings, Glow
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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)
void mainImage(out vec4 O, in vec2 C) {
vec2 u = (C - 0.5 * iResolution.xy) / iResolution.y;
float t = iTime, r = length(u);
vec3 col = vec3(0.05, 0.02, 0.1);
// Ring system
float ring = abs(r - 0.7) - 0.05;
ring = min(ring, abs(r - 1.0) - 0.03);
if(ring < 0.01) {
float a = atan(u.y, u.x);
vec3 ringCol = vec3(0.6, 0.3, 0.8) + vec3(0.4) * cos(a * 6.0 + t);
col = ringCol;
}
// Central glow
col += vec3(0.9, 0.7, 0.4) * exp(-r * 4.0);
col *= 1.0 - r * 0.3;
O = vec4(col, 1.0);
}
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