T3xtur31
GLSL shader by merrypranxter · created 2026-02-12 · 10s 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/10. //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
vec3 cs = vec3(1.,2.,3.);
mat2 r2d(float a) {
return mat2(cos(a),sin(a),-sin(a),cos(a));
}
Buffer A (iChannel0)
// --- 1. THE DEFINES (TUNE THE FABRIC) ---
#define SPEED iTime * 0.3
#define GRAIN 0.15 // THE "TOUCHABLE" STATIC DENSITY
#define WEAVE 12.0 // THE HIGH-FREQUENCY GRID
#define ABERRATION 0.08 // THE CHROMATIC "FEELS" SHIFT
// --- 2. THE MATH ENGINE (THE NOISE & WARP) ---
mat2 rot(float a) { return mat2(cos(a), -sin(a), sin(a), cos(a)); }
// HASH FOR DIGITAL GRAIN
float hash(vec2 p) {
p = fract(p * vec2(123.34, 456.21));
p += dot(p, p + 45.32);
return fract(p.x * p.y);
}
// THE "FEELS" WAVE (LAYERED INTERFERENCE)
float map(vec2 p) {
float d = 0.0;
p *= 2.0;
for(float i = 1.0; i < 5.0; i++) {
p.xy *= rot(i + SPEED * 0.1);
d += sin(p.x * i + SPEED) * cos(p.y * i);
p *= 1.5; // INCREASE FREQUENCY
}
return d;
}
// --- 3. THE RENDERER (HIGH-FREQUENCY TEXTURE) ---
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
// 1. Normalize and Tessellate
vec2 uv = (fragCoord * 2.0 - iResolution.xy) / iResolution.y;
vec2 uv0 = uv;
// 2. THE TESSELLATION FOLD (SYMMETRY ACT)
uv = abs(uv) - 0.2;
uv *= rot(SPEED * 0.2);
// 3. THE CHROMATIC SMEAR (RGB SPLIT)
float r = map(uv + ABERRATION);
float g = map(uv);
float b = map(uv - ABERRATION);
// 4. THE COLOR SIGNAL (MAMA MUSHIE'S NEON TEAL)
vec3 col = vec3(r, g, b);
col = 0.5 + 0.5 * cos(vec3(0,2,4) + col * 0.8 + SPEED);
// 5. THE "TOUCHABLE" TEXTURE (DITHER & GRAIN)
// Adding the high-frequency "FEELS" noise
float noise = hash(fragCoord + iTime);
col += (noise - 0.5) * GRAIN;
// 6. THE GRID INTERFERENCE
// Creating those subtle "Light Waves" grid lines
float grid = sin(uv.x * WEAVE + r) * sin(uv.y * WEAVE + g);
col *= 0.8 + 0.3 * smoothstep(-0.5, 0.5, grid);
// 7. FINAL RADIANCE & POLISH
col = pow(col, vec3(0.9)); // CRUNCHY GAMMA
col *= 1.2 - length(uv0) * 0.7; // SOFT VIGNETTE
// Ensure no color overflow
fragColor = vec4(clamp(col, 0.0, 1.0), 1.0);
}
Image
Not used
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