Project_2026-04-09_15-38-40
GLSL shader by scry · created 2026-04-09 · updated 2026-04-10 · 45s 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/180. //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
#define MBLUR_SAMPLES 20 // 1 = no blur, higher = smoother motion blur
#define FRAME_DT (1.*pi/10./20.) // time step assuming 60fps, matches time macro period
vec3 cs = vec3(1.,2.,3.);
mat2 r2d(float a) {
return mat2(cos(a),sin(a),-sin(a),cos(a));
}
Buffer A (iChannel0)
float di(vec2 uv) {
float d = smoothstep(4.,0.,abs(uv.x));
return pow(log(abs(uv.x))*0.1,2.);
}
float channel(vec2 uv, vec2 ad, float scale, float t) {
//uv.x += 0.5;
for (int i=0;i<20;i++) {
//uv = uv/dot(uv,uv);
//uv *= r2d(t*0.1+float(i+0)*pi/10.);
uv.y += di(sin(uv)/1000.)*scale*12.;
uv.x += 1.5*sin(float(i)*pi/4.);
//uv.y -= di(uv/1000.)*scale*3.;
//uv.x += 0.4;
uv *= r2d(deg*45.+float(i)*pi/3.);
//uv.x -= 0.3*float(i+1);
//uv *= r2d(deg*180.);
//uv = abs(uv)-0.1;
uv += sin(time+vec2(0.,1.57))*01.2;
//uv.x += 0.1;
//uv = uv/dot(uv,uv);
//uv.y += di(uv/1000.)*scale*2.;
//uv.x = abs(uv.x)-0.4*float(i+1)*0.05;
//uv.x = abs(uv.x)-(iTime*0.04-0.1)+sin(t*0.1+float(i)*0.01)*0.1;
//uv *= r2d(deg*-45.);
if (mod(float(i),2.) == 0.) {
//uv *= r2d((1./(t+1.))*8.+deg*180.);
}
}
//uv *= r2d(time*20.);
float f = smoothstep(0.5, 0., abs(fract(uv.y * 1.00)-0.5));
//float f = uv.y;
return f;
//return f+sin(uv.x*400.)*0.1;
}
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 *= 1.5;
for (int i=0;i<0;i++) {
//uv = abs(uv)-0.1*sin(float(i)*pi/6.5+1.425);
//uv *= r2d(deg*45.);
}
float totalWeight = 0.0;
//uv *= 1.-(1./(iTime*0.005+1.));
uv *= r2d(time*0.1);
uv *= 0.9;
uv *= r2d(-time/10.+deg*0.);
uv = uv/dot(uv,uv)*1.;
//uv.x = abs(uv.x);
uv = uv/dot(uv,uv)*10.;
float n = 0.000005+time*0.00001;
n = 0.0001;
for (int s = 0; s < MBLUR_SAMPLES; s++) {
//uv = abs(uv)-0.002;
//uv *= 1.01;
float frac = float(s) / float(MBLUR_SAMPLES);
float t = time - FRAME_DT * (1.0 - frac)+0.27;
// Fade: newest sample (s=MBLUR_SAMPLES-1) is brightest, oldest (s=0) is dimmest
float w = float(s + 1) / float(MBLUR_SAMPLES);
vec2 ad = sin(vec2(0.,1.57)+t);
vec3 sample_col;
sample_col.x = channel(uv, ad, 0.1, t);
sample_col.y = channel(uv, ad, 0.1+n, t);
sample_col.z = channel(uv, ad, 0.1+n*2., t);
col += sample_col * w;
col += sin(sample_col*14.5+1.+cs*0.8+time*8.+uv.x/2.)*0.3;
totalWeight += w;
}
col /= totalWeight;
//col = sin(col*25.+cs+time*4.)*0.3+col*0.6;
fragColor = vec4(col, 1.0);
}
Image
Not used
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