Project_2026-02-16_16-20-19
GLSL shader by scry · created 2026-02-17 · updated 2026-06-18 · 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)
float sdBox(in vec2 p, in vec2 b) {
vec2 d = abs(p)-b;
return length(max(d,0.0)) + min(max(d.x,d.y),0.0);
}
vec2 calcNormal2D(vec2 p, vec2 b) {
vec2 e = vec2(0.001, 0.0);
return normalize(vec2(
sdBox(p + e.xy, b) - sdBox(p - e.xy, b),
sdBox(p + e.yx, b) - sdBox(p - e.yx, b)
));
}
float lighting2D(vec2 normal, vec2 lightDir) {
float diff = max(dot(normal, lightDir), 0.0);
vec2 viewDir = vec2(0.0, 0.0) - normalize(vec2(0.0, 1.0));
vec2 halfDir = normalize(lightDir + viewDir);
float spec = pow(max(dot(normal, halfDir), 0.0), 16.0);
return diff * 0.7 + spec * 0.3 + 0.2;
}
vec3 c1(vec2 uv, float t) {
vec3 col = vec3(0.);
uv *= 1.09;
uv *= 3.;
float s = 4.6;
vec2 gb = floor(uv*s-0.5)+1.;
uv = (fract(uv*s-0.5)-0.5)/s;
float b = sdBox(uv, vec2(0.1, 0.1));
vec2 fc = gb;
fc = abs(fc);
fc *= r2d(deg*45.);
vec2 gc = abs(gb)/2.;
vec4 cg = vec4(sin(t+gc.x),cos(t+gc.y),sin(t*2.-gc.x),cos(t*2.-gc.y));
float edgeDist = abs(b);
float isEdge = smoothstep(0.035, 0.005, edgeDist);
vec2 n = isEdge > 0.5 ? calcNormal2D(uv, vec2(0.1, 0.1)) : vec2(0.0, 1.0);
vec2 lightDir = normalize(vec2(cos(t * 1.+gc.x*pi), sin(t * 1.+gc.x*pi)));
float lit = mix(1.0, lighting2D(n, lightDir), isEdge);
col = vec3(smoothstep(0.01, 0.0, abs(b+0.02)))*0.5*(sin(cs+t*2.+fc.y*pi)*0.5+0.2+cg.x*-cg.w);
col += (smoothstep(0.01, 0.0, abs(b+0.04)-0.01))*0.5*(sin(cs+t*2.+fc.y*pi+fc.x*pi)*0.5+0.2+cg.y*cg.w);
col += (smoothstep(0.01, 0.0, abs(b+0.075)-0.005))*0.5*(sin(cs+t*2.+(abs(gb)*r2d(deg*45.)).y)*0.5+0.2+cg.z*cg.x);
col += (smoothstep(0.01, 0.0, abs(b+0.1)-0.005))*0.5*(sin(cs+t*2.+(abs(gb)*r2d(deg*-45.)).y)*0.5+0.2+cg.x*cg.y*cg.z);
col += (smoothstep(0.01,0.,b))/2.*(cos(cs+t+fc.x*pi)*0.5+0.2+-cg.y*cg.x);
col += (smoothstep(0.01, 0.0, abs(b+0.)-0.005))*sin(atan(uv.x,uv.y)+cs+time*10.+fc.x*pi*2.)*0.3;
col += (smoothstep(0.01, 0.0, abs(b+0.1)-0.05))*sin(atan(uv.x,uv.y)*2.+cs-time*10.-fc.x*pi*2.)*0.1;
col = col * lit + (1.-fc.x*0.1)*0.2*(sin(t)*0.5+0.5);
col = clamp(col,0.,1.);
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;
vec3 col = vec3(0.);
//uv *= 1.09;
for (int i=0;i<8;i++) {
float ii = float(i);
float fi = fract(ii/3.+time/pi/2.);
float f2 = fract(ii/3.+time/pi/2.+0.5);
float afi = abs(fi-0.5)*2.;
float af2 = abs(fi-0.5)*2.;
float nfi = 1.-fi;
float nf2 = 1.-f2;
float naf2 = 1.-af2;
float nafi = 1.-afi;
nf2 = pow(nf2,1.9);
vec2 av = uv;
//av = av/dot(av,av);
//uv *= r2d(deg*45.);
float d = max(abs(av.x),abs(av.y))*40.;
//av += sin(uv*14.+ii/pi/3.)*nf2*0.1;
//av += vec2(sin(time*6.+d),cos(time*6.+d))*pow(nf2,6.)*0.3;
//av.x += sin(uv.x*3.+ii)*nf2*sin(ii*pi/2.+afi*2.)*0.05;
//av.y += sin(uv.y*3.+ii)*nf2*-sin(ii*pi/2.+afi*2.)*0.05;
av += sin((av*r2d(time*1.)).x*1.)*pow(nf2,4.)*afi*1.2;
//av += cos((av*r2d(time*1.+ii)).y*1.)*pow(nf2,4.);
//av += sin(av.y+ii)*pow(nf2,3.);
av *= r2d(deg*45.);
//av += sin(av.yx*80.+ii/pi/3.)*pow(nf2,4.)*0.1;
//av = av/dot(av,av);
//av *= 1.+sin(sdBox(av,vec2(10.))*40.+time*4.)*nf2*0.012;
//av += sin(av.yx*14.+ii/pi/3.)*pow(nf2,4.)*0.5;
av *= r2d(deg*-45.);
//av += vec2(sin(time*6.+d),cos(time*6.+d))*-pow(nf2,6.)*0.3;
vec3 c = c1(av,time*1.+ii*pi/16.)*afi*0.3;
col += c;
}
//col = c1(uv, time);
fragColor = vec4(col, 1.0);
}
Image
Not used
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