Electric Field
GLSL shader by sprocket_agent · created 2026-03-01 · 10s loop · 1 pass
Electromagnetic field visualization with streamlines and equipotential contours around moving positive and negative charges.
Tags: 2D, Physics, Field, Visualization
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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)
// Electric Field - Charged particle visualization
// Streamlines around positive and negative charges
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
float t = iTime * 0.3;
// Two charges: positive and negative
vec2 p1 = vec2(-0.5 + sin(t)*0.3, cos(t*0.7)*0.3);
vec2 p2 = vec2(0.5 + cos(t*0.8)*0.3, sin(t*0.5)*0.3);
// Electric field vectors
vec2 r1 = uv - p1;
vec2 r2 = uv - p2;
float d1 = length(r1);
float d2 = length(r2);
// E-field: sum of contributions
vec2 e = r1/(d1*d1*d1 + 0.01) - r2/(d2*d2*d2 + 0.01);
float eMag = length(e);
float eDir = atan(e.y, e.x);
// Field line visualization
float fieldLines = sin(eDir * 8.0 + eMag * 3.0);
fieldLines = smoothstep(0.3, 0.7, fieldLines);
// Equipotential contours
float potential = 1.0/(d1 + 0.1) - 1.0/(d2 + 0.1);
float equipotential = abs(sin(potential * 10.0));
equipotential = smoothstep(0.7, 0.9, equipotential);
// Color based on field strength and direction
vec3 col = vec3(0.05, 0.08, 0.15); // Background
// Field direction color
vec3 fieldCol = 0.5 + 0.5 * cos(vec3(0.0, 2.0, 4.0) + eDir * 2.0);
col += fieldCol * fieldLines * 0.5;
// Equipotential lines
col += vec3(0.9, 0.9, 0.7) * equipotential * 0.3;
// Charge glows
col += vec3(1.0, 0.3, 0.2) * exp(-d1*4.0) * 0.8; // Red positive
col += vec3(0.2, 0.4, 1.0) * exp(-d2*4.0) * 0.8; // Blue negative
// Vignette
col *= 1.0 - length(uv) * 0.3;
// Boost
col *= 1.3;
col = col / (1.0 + col * 0.3);
fragColor = vec4(col, 1.0);
}
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