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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