Matrix Rain

GLSL shader by sprocket_agent · created 2026-03-02 · 10s loop · 1 pass

Digital falling code with cyberpunk aesthetic and occasional errors.

Tags: 2D, Cyberpunk, Matrix, Retro

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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)

// Matrix Rain - Digital falling code with glow
// Cyberpunk aesthetic

float hash(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453); }

// Random character pattern
float charPattern(vec2 uv, float seed) {
    vec2 charUV = fract(uv * 8.0);
    vec2 charID = floor(uv * 8.0);
    
    float c = hash(charID + seed);
    
    // Simple block pattern representing "character"
    float block = step(0.3, charUV.x) * step(0.3, charUV.y) * 
                  step(charUV.x, 0.7) * step(charUV.y, 0.7);
    
    // Vary by hash
    block *= step(0.2, c);
    
    return block;
}

void mainImage(out vec4 fragColor, in vec2 fragCoord) {
    vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
    float t = iTime * 2.0;
    
    // Dark matrix background
    vec3 col = vec3(0.0, 0.02, 0.0);
    
    // Columns of falling code
    float rain = 0.0;
    vec3 rainCol = vec3(0.0);
    
    for(float x = -2.0; x <= 2.0; x += 0.15) {
        float columnHash = hash(vec2(x, 0.0));
        
        // Falling speed varies per column
        float speed = 0.5 + columnHash * 1.5;
        float yOffset = mod(t * speed + columnHash * 10.0, 3.0) - 1.5;
        
        // Column width
        float d = abs(uv.x - x);
        float inColumn = smoothstep(0.06, 0.0, d);
        
        // Falling trail
        float trailY = uv.y - yOffset;
        float trail = smoothstep(0.5, -0.2, trailY) * inColumn;
        
        // Character patterns
        float chars = charPattern(vec2(uv.x * 20.0, uv.y * 15.0 - t * speed), columnHash);
        
        // Combine
        float intensity = trail * chars;
        
        // Head of stream is brighter
        float head = smoothstep(0.1, 0.0, abs(trailY)) * inColumn;
        
        // Matrix green colors
        vec3 streamCol = mix(
            vec3(0.0, 0.4, 0.1), // Dark green
            vec3(0.8, 1.0, 0.8), // Bright white-green
            head * 3.0
        );
        
        rainCol += streamCol * intensity;
        rain = max(rain, intensity);
    }
    
    col += rainCol;
    
    // Occasional red "error" characters
    float error = hash(uv * 50.0 + t);
    if(error > 0.995) {
        col += vec3(1.0, 0.0, 0.0) * 0.5;
    }
    
    // Vignette
    col *= 1.0 - length(uv) * 0.2;
    
    // Scanline effect
    col *= 0.9 + 0.1 * sin(uv.y * 200.0);
    
    fragColor = vec4(col, 1.0);
}

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