Project_2026-02-02_01-14-30

GLSL shader by scry · created 2026-02-02 · 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)

vec3 c1(vec2 uv, float t) {
    float b = max(abs(uv.x),abs(uv.y));
    vec3 col = vec3(0.);
    for (int i=0;i<4;i++) {
        uv = abs(uv)-(sin(float(i)*pi/5.+t)*0.1+0.1);
        uv *= r2d(deg*45.);
    
        b += sin(uv.y*35.+b*1.5+t)*0.012;
    }
    //col += smoothstep(1.,0.,length(uv));
    //col =sin(uv.y*160.+cs+b*20.);
    col = sin(b*100.+cs.xxx+t)*0.5+0.5;
    col = smoothstep(0.01,0.,col)*(sin(b*100./4.+cs+t*4.+atan(uv.x,uv.y))*0.5+0.5);
    return col;
}
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.);
    for (int i=0;i<14;i++) {
        float ii = float(i);
        float fi = fract(ii/14.+time/pi/2.);
        float nfi = 1.-fi;
        float afi = abs(fi-0.5)*2.;
        float nafi = 1.-afi;
        vec2 av = uv;
        av += sin(uv*12.+sin(uv.yx*5.+ii)*1.)*0.1*pow(fi,3.);
        av *= r2d(deg*45.);
        av += sin(av.yx*20.)*0.2*pow(fi,3.);
        av *= r2d(deg*-45.);
        //nfi += sin(av.x*1.);
        col += c1(av,time+ii*0.05)*nafi*0.4;
    }
    col *= 1.6;
    fragColor = vec4(col, 1.0);
}

Image

Not used

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