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

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