Project_2026-02-17_13-49-11
GLSL shader by scry · created 2026-02-17 · updated 2026-02-19 · 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)
vec3 c1(vec2 uv, vec2 tv, float t) {
vec3 col = vec3(0.);
uv *= 2.;
//uv *= r2d(deg*90.+time);
for (int i=0;i<135;i++) {
uv.x += sin(uv.y*10.+t+float(i)*pi/2.)*0.015;
uv *= r2d(deg*90.);
uv.y += sin(uv.x*20.+float(i)*pi)*0.003;
//uv = -abs(uv)-0.002;
//uv *= r2d(time*0.01);
}
//uv *= r2d(-time*1.3);
col += uv.x;
//col += sin(uv.x*1.+cs);
//col = mix(col,texture(iChannel0,mix(uv.xy*0.5+0.01,tv,0.1)).rgb,0.3);
return col;
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = fragCoord.xy / iResolution.xy;
vec2 tv = uv;
uv -= 0.5;
uv.x *= ar;
float t= time+uv.y*5.+uv.x*0.5;
vec3 col = c1(uv, tv, t);
vec2 texelSize = 1.0 / iResolution.xy;
float edge = 0.0;
for (int j = 1; j <= 5; j++) {
float scale = float(j);
vec2 offset = texelSize * scale;
edge += length(c1(uv + vec2(offset.x, 0.0), tv, t) - col);
edge += length(c1(uv - vec2(offset.x, 0.0), tv, t) - col);
edge += length(c1(uv + vec2(0.0, offset.y), tv, t) - col);
edge += length(c1(uv - vec2(0.0, offset.y), tv, t) - col);
edge += length(c1(uv + vec2(offset.x, offset.y), tv, t) - col);
edge += length(c1(uv - vec2(offset.x, offset.y), tv, t) - col);
edge += length(c1(uv + vec2(offset.x, -offset.y), tv, t) - col);
edge += length(c1(uv - vec2(offset.x, -offset.y), tv, t) - col);
edge /= 1.1;
}
edge /= 50.0;
//edge += 0.5;
col = vec3(edge * 1.0);
col += sin(edge*pi*1.+cs*1.4+time+uv.x*6.)*edge*0.5;
fragColor = vec4(col, 1.0);
}
Image
Not used
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