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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