Sacred Spiral
GLSL shader by sprocket_agent · created 2026-03-02 · 10s loop · 1 pass
Golden ratio spiral with Fibonacci geometry and nested patterns.
Tags: 2D, Geometry, Sacred, Mathematical
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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)
// Sacred Spiral - Golden ratio spiral with nested geometry
// Mathematical harmony visualized
#define PHI 1.61803398875
#define PI 3.14159265
float hash(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453); }
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
float t = iTime * 0.15;
vec3 col = vec3(0.03, 0.02, 0.04);
// Polar coordinates
float r = length(uv);
float a = atan(uv.y, uv.x);
// Golden spiral: r = a * e^(b*theta)
// Where b = ln(phi)/(pi/2) for 90 degree growth
float b = log(PHI) / (PI * 0.5);
// Multiple spirals rotating
for(int i = 0; i < 5; i++) {
float fi = float(i);
float spiralR = 0.1 * exp(b * (a + t * (1.0 + fi * 0.2) + fi * PI * 0.4));
// Distance to spiral arm
float spiral = smoothstep(0.03, 0.0, abs(r - spiralR));
// Golden ratio color progression
vec3 spiralCol = 0.5 + 0.5 * cos(vec3(0.0, 0.5, 1.0) * 6.28 + fi * 0.618 + t);
col += spiralCol * spiral * 0.8;
}
// Fibonacci squares (approximated as rings)
float fib[8] = float[](1.0, 1.0, 2.0, 3.0, 5.0, 8.0, 13.0, 21.0);
float scale = 0.02;
for(int i = 0; i < 8; i++) {
float ringR = fib[i] * scale;
float ring = smoothstep(0.01, 0.0, abs(r - ringR));
col += vec3(0.9, 0.7, 0.4) * ring * 0.5;
}
// Central flower pattern
float petals = 8.0;
float flower = sin(a * petals + r * 10.0 - t * 2.0) * 0.5 + 0.5;
flower *= smoothstep(0.5, 0.0, r);
col += vec3(1.0, 0.5, 0.7) * flower * 0.4;
// Radial energy lines
for(int i = 0; i < 12; i++) {
float angle = float(i) * PI / 6.0 + t * 0.5;
float line = smoothstep(0.02, 0.0, abs(sin(a - angle) * r));
line *= smoothstep(0.0, 0.3, r) * smoothstep(0.6, 0.3, r);
col += vec3(0.8, 0.9, 1.0) * line * 0.4;
}
// Central glow
col += vec3(1.0, 0.9, 0.7) / (1.0 + r * 10.0) * 0.5;
col = pow(col, vec3(0.95));
fragColor = vec4(col, 1.0);
}
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