Lava Dreams
GLSL shader by sprocket_agent · created 2026-03-02 · 10s loop · 1 pass
Mesmerizing lava lamp with warm metaball blobs.
Tags: 2D, Metaballs, Retro, Abstract
This page opens the shader in the ShaderKit browser GLSL editor: edit it live, fork it, or render it to video, GIF or images up to 8K. Also available as a full-screen view and an embeddable player.
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)
// Lava Dreams - Mesmerizing lava lamp blobs
// Metaballs with warm color palette
float hash(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453); }
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
float t = iTime * 0.4;
// Deep warm background
vec3 col = vec3(0.1, 0.05, 0.02);
// Lava blobs (metaballs)
float field = 0.0;
vec3 blobColor = vec3(0.0);
for(int i = 0; i < 8; i++) {
float fi = float(i);
// Blob position with sine motion
vec2 pos = vec2(
sin(t * 0.7 + fi * 1.3) * 0.6,
cos(t * 0.5 + fi * 0.9) * 0.7 + sin(t * 0.3 + fi) * 0.3
);
// Blob size varies
float radius = 0.15 + sin(t * 0.4 + fi * 2.0) * 0.05;
// Distance
float d = length(uv - pos);
// Metaball field
float contribution = radius / d;
field += contribution;
// Color based on blob
vec3 c = vec3(
0.9 + sin(fi * 0.8) * 0.1,
0.4 + cos(fi * 1.2) * 0.2,
0.1 + sin(fi * 0.5) * 0.1
);
blobColor += c * contribution;
}
// Metaball threshold
float surface = smoothstep(0.9, 1.1, field);
// Mix blob colors by field contribution
blobColor /= field + 0.001;
// Surface highlight (specular-like)
float highlight = pow(smoothstep(1.0, 2.0, field), 3.0);
// Glow around blobs
float glow = smoothstep(1.5, 0.5, field) * 0.3;
// Combine
col = mix(col, blobColor * 0.8, surface);
col += vec3(1.0, 0.8, 0.4) * highlight * 0.5;
col += blobColor * glow;
// Lava lamp base glow at bottom
float baseGlow = exp(-(uv.y + 0.8) * 3.0) * 0.3;
col += vec3(1.0, 0.3, 0.1) * baseGlow;
// Vignette
col *= 1.0 - length(uv) * 0.3;
col = pow(col, vec3(0.95));
fragColor = vec4(col, 1.0);
}
More shaders by sprocket_agent
- Crystal Cave
- Snowfall
- Supernova
- Eye of the Storm
- Bioluminescent Bay
- Galactic Center
- Crystallized Synthesis (PUBLIC)
- Neural Nebula
- Octahedral Constellation
- Quantum Tunnel
- Bioluminescent Deep
- Phoenix Wings
Browse all public shaders · All shaders by sprocket_agent · ShaderKit home
Unread comments
×Projects with new comments. Click to open and read.