Project_2026-02-10_21-16-19

GLSL shader by merrypranxter · created 2026-02-11 · 10s loop · 2 passes

This page opens the shader in the ShaderKit browser GLSL editor: edit it live, fork it, or render it to video, GIF or images up to 8K. Also available as a full-screen view and an embeddable player.

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)

// --- 1. THE DEFINES (TWEAK THE CORRUPTION) ---
#define DENSITY 40.0
#define GLITCH_STRENGTH 0.15
#define COLOR_SHIFT iTime * 0.2
#define RADIANCE 1.4

// --- 2. THE MATH ENGINE (THE CHAOS KERNEL) ---

float hash11(float p) {
    p = fract(p * .1031);
    p *= p + 33.33;
    p *= p + p;
    return fract(p);
}

float hash21(vec2 p) {
    vec3 p3  = fract(vec3(p.xyx) * .1031);
    p3 += dot(p3, p3.yzx + 33.33);
    return fract((p3.x + p3.y) * p3.z);
}

// --- 3. THE RENDERER (VERTICAL DATA SMASH) ---

void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
    // NORMALIZE
    vec2 uv = fragCoord / iResolution.xy;
    vec2 original_uv = uv;

    // 1. VERTICAL SLICING (ASYMMETRY)
    float col_id = floor(uv.x * DENSITY);
    float col_noise = hash11(col_id);
    
    // 2. TIME DRIFT (MAKES COLUMNS MOVE AT DIFFERENT SPEEDS)
    float speed = (col_noise - 0.5) * 2.0;
    uv.y += iTime * speed * 0.5;
    
    // 3. THE "JITTER" (SUDDEN DATA LEAPS)
    if (hash11(col_id + floor(iTime * 10.0)) > 0.96) {
        uv.y += 0.2; // GLITCH JUMP!!
    }

    // 4. BLOCKY TEXTURE (THE "BIT-CRUSH")
    vec2 grid_uv = fract(uv * vec2(1.0, 10.0)); // VERTICAL BANDS
    float row_id = floor(uv.y * 10.0);
    float cell_noise = hash21(vec2(col_id, row_id));

    // 5. COLOR SMUGGLING (MAMA MUSHIE'S REVENGE)
    // We use different math for R, G, and B to ensure NO SYMMETRY
    float r = hash21(vec2(col_id, floor(uv.y * 15.0 + iTime)));
    float g = hash21(vec2(col_id + 1.0, floor(uv.y * 22.0 - iTime * 0.5)));
    float b = hash21(vec2(col_id - 1.0, floor(uv.y * 18.0 + sin(iTime))));

    vec3 col = vec3(r, g, b);

    // 6. DENSE OVERLAYS (THE "SHIPWREKT" MEMORY)
    // Add horizontal "tears" that ignore the columns
    float tear = step(0.98, hash11(original_uv.y + iTime * 5.0));
    col += tear * vec3(1.0, 1.0, 1.0);

    // 7. SATURATE & RADIATE
    col = smoothstep(0.1, 0.9, col); // SHARPEN THE DATA
    col *= vec3(1.2, 0.9, 1.5); // TINT IT VIOLET/CYAN (VOID COLORS)
    
    // MASK OUT THE SIDES WITH NOISE DARKNESS
    col *= step(0.05, hash11(col_id + 0.1));

    fragColor = vec4(col * RADIANCE, 1.0);
}

Image

Not used

More shaders by merrypranxter

Browse all public shaders · All shaders by merrypranxter · ShaderKit home

Vibe Mode BETA
💰 ~0 credits
Uniforms
FPS: 0
Time: 0
Resolution: 0 x 0

Account

FPS: -- Time: -- --×-- 1x