Wave Fun 2
GLSL shader by scry · created 2026-02-12 · 10s loop · 2 passes
What if time reversed, and then back again...and again..and again?
Tags: 2d, Animation, Waves, Layers, Abstract
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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));
}
// Rotating boundary line for wave direction control
vec2 getBoundaryUV(vec2 uv) {
uv -= 0.5;
//uv *= r2d(time);
//uv += cos(time*(1.+(timebar_speed/20.)))*0.5;
uv += 0.5;
return uv;
}
Buffer A (iChannel0)
// Hash function for noise
float hash(vec2 p) {
return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453);
}
// Value noise (2D)
float valueNoise(vec2 p) {
vec2 i = floor(p);
vec2 f = fract(p);
f = f * f * (3.0 - 2.0 * f);
float a = hash(i);
float b = hash(i + vec2(1.0, 0.0));
float c = hash(i + vec2(0.0, 1.0));
float d = hash(i + vec2(1.0, 1.0));
return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = fragCoord.xy / iResolution.xy;
// Read previous frame state: r = height, g = velocity
vec4 prev = texture(iChannel0, uv);
// Reset for first few frames
if (iFrame < 3) {
fragColor = vec4(0.0);
return;
}
// Sample neighbors for Laplacian (5-point stencil)
vec2 texel = 1.0 / iResolution.xy;
float u_center = prev.r;
float u_left = texture(iChannel0, uv + vec2(-texel.x, 0.0)).r;
float u_right = texture(iChannel0, uv + vec2( texel.x, 0.0)).r;
float u_up = texture(iChannel0, uv + vec2(0.0, texel.y)).r;
float u_down = texture(iChannel0, uv + vec2(0.0, -texel.y)).r;
// Laplacian approximation
float laplacian = (u_left + u_right + u_up + u_down - 4.0 * u_center);
// Wave equation using velocity formulation:
// u_tt = c^2 * laplacian(u)
// Split into first-order:
// vel += c^2 * laplacian * dt
// pos += vel * dt
// Setting dt negative reverses all propagation.
float c2 = 0.1+wave_speed/200.; // wave speed squared
c2 *= (wave_speed+20.)/20.;
//c2 = -c2;
float damping = 0.9999995; // velocity damping per step
float posDrain = 0.9998; // height slowly relaxes back to zero
float dt = sin(time/4.+uv.x*2.); // set to -1.0 to reverse propagation
// Left half propagates forward, right half propagates in reverse
vec2 rv = getBoundaryUV(uv);
//dt = rv.x < 0.5 ? 1.0 : -1.0;
float u_pos = prev.r; // height
float u_vel = prev.g; // velocity
// Acceleration from wave equation
float accel = c2 * laplacian;
// Integrate velocity and position (dt sign controls direction)
float new_vel = (u_vel + accel * dt) * damping;
float new_pos = u_pos * posDrain + new_vel * dt;
// Mouse input - create disturbance at mouse position
if (iMouse.z > 0.0) {
vec2 mouseUV = iMouse.xy / iResolution.xy;
float dist = length(uv - mouseUV);
float radius = 0.02;
if (dist < radius) {
new_pos += 0.5 * (1.0 - dist / radius);
}
}
// Automatic input for first 5 seconds: vertical line from top to bottom
// Horizontal line drawn from left to right over 5 seconds
if (iTime < 5.0) {
float margin = 0.05;
float progress = iTime / 5.0; // 0 to 1 over 5 seconds
float lineX = mix(margin, 1.0 - margin, progress); // sweeps left to right
float lineY = 0.5; // centered vertically
float lineWidth = 0.02;
float radius = 0.03;
float dist = length(uv - vec2(lineX, lineY));
if (dist < radius) {
new_pos += 0.5 * (1.0 - dist / radius);
}
}
// Clamp to prevent instability
//new_pos = clamp(new_pos, -2.0, 2.0);
//new_vel = clamp(new_vel, -2.0, 2.0);
fragColor = vec4(new_pos, new_vel, 0.0, 1.0);
}
Image
Not used
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