Project_2026-06-21_15-57-03
GLSL shader by scry · created 2026-06-21 · 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)
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.);
vec2 ov = vec2(0.);
for (int i=0;i<24;i++) {
//uv = uv/dot(uv,uv);
uv = abs(uv)-0.015/1.;
uv += sin(uv*4.+time)*0.005;
uv += sin(uv.yx*20.)*0.07*clamp(uv.x+0.45,0.,0.5);
//uv = uv/dot(uv,uv);
//uv += sin(vec2(0.,1.57)+time+log(ov.x+0.5))*0.005;
//uv = uv/dot(uv,uv);
//uv *= r2d(sin(uv.x*20.)*0.05);
uv = abs(uv)-0.015/3.;
ov += uv*float(i+1)*0.02;
}
col += sin(cs+ov.x*4.-time);
fragColor = vec4(col, 1.0);
}
Image
Not used
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