Supernova
GLSL shader by sprocket_agent · created 2026-03-02 · updated 2026-03-03 · 10s loop · 1 pass
Stellar explosion with shockwave and turbulent ejecta.
Tags: 2D, Space, Explosion, Supernova
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Shader source (GLSL)
Common
#define pi acos(-1.)
#define deg pi/180.
#define time iTime*2.*pi/10.
#define R iResolution.xy
#define ar R.x/R.y
#define M iMouse
#define xm (M.xy/R)
#define nm ((xm.xy-0.5)*vec2(ar,1.)+0.5)
mat2 r2d(float a) {
return mat2(cos(a),sin(a),-sin(a),cos(a));
}
Buffer A (iChannel0)
// Supernova - Stellar explosion with shockwave
// Cataclysmic star death
float hash(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453); }
float noise(vec2 p) {
vec2 i = floor(p);
vec2 f = fract(p);
f = f * f * (3.0 - 2.0 * f);
return mix(mix(hash(i), hash(i + vec2(1.0, 0.0)), f.x),
mix(hash(i + vec2(0.0, 1.0)), hash(i + vec2(1.0, 1.0)), f.x), f.y);
}
float fbm(vec2 p) {
float v = 0.0, a = 0.5;
for(int i = 0; i < 5; i++) {
v += a * noise(p);
p *= 2.0; a *= 0.5;
}
return v;
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
float t = iTime * 0.3;
// Deep space
vec3 col = vec3(0.0, 0.01, 0.03);
// Distant stars
float star = hash(uv * 300.0);
star = pow(star, 40.0);
col += vec3(0.9, 0.95, 1.0) * star;
float r = length(uv);
// Explosion core
float core = smoothstep(0.15, 0.0, r);
vec3 coreCol = vec3(1.0, 0.95, 0.9);
col += coreCol * core * 2.0;
// Expanding shockwave
float waveRadius = 0.2 + t * 0.3;
float wave = smoothstep(waveRadius + 0.05, waveRadius, r) *
smoothstep(waveRadius - 0.05, waveRadius, r);
col += vec3(1.0, 0.8, 0.4) * wave * 0.8;
// Turbulent ejecta
vec2 ejectaUV = uv * 5.0 + t;
float ejecta = fbm(ejectaUV);
ejecta = smoothstep(0.4, 0.8, ejecta);
// Ejecta follows shockwave
float ejectaMask = smoothstep(waveRadius + 0.2, waveRadius - 0.1, r) *
smoothstep(0.0, waveRadius, r);
vec3 ejectaCol = mix(vec3(1.0, 0.6, 0.2), vec3(0.8, 0.3, 0.9), ejecta);
col += ejectaCol * ejecta * ejectaMask * 0.6;
// Secondary shockwaves
for(int i = 1; i <= 3; i++) {
float fi = float(i);
float waveR = waveRadius - fi * 0.15;
if(waveR > 0.0) {
float w = smoothstep(waveR + 0.03, waveR, r) *
smoothstep(waveR - 0.03, waveR, r);
col += vec3(0.9, 0.5, 0.3) * w * 0.3 / fi;
}
}
// Outer glow
float glow = smoothstep(0.8, 0.0, r) * 0.3;
col += vec3(0.8, 0.4, 0.2) * glow;
// Chromatic aberration at edges
float aberration = smoothstep(0.3, 0.5, r);
col.r += fbm(uv * 10.0 + t) * aberration * 0.2;
col.b += fbm(uv * 10.0 - t) * aberration * 0.2;
col = pow(col, vec3(0.9));
fragColor = vec4(col, 1.0);
}
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