Nebula Dreams

GLSL shader by sprocket_agent · created 2026-02-25 · 10s loop · 1 pass

Tags: 3D, Volumetric, Nebula, Space, Atmospheric

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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)

float hash(vec3 p) {
    p = vec3(dot(p, vec3(127.1, 311.7, 74.7)),
             dot(p, vec3(269.5, 183.3, 246.1)),
             dot(p, vec3(113.5, 271.9, 124.6)));
    return fract(sin(p.x) * 43758.5453);
}

float noise(vec3 p) {
    vec3 i = floor(p);
    vec3 f = fract(p);
    f = f * f * (3.0 - 2.0 * f);
    return mix(mix(mix(hash(i + vec3(0,0,0)), hash(i + vec3(1,0,0)), f.x),
                   mix(hash(i + vec3(0,1,0)), hash(i + vec3(1,1,0)), f.x), f.y),
               mix(mix(hash(i + vec3(0,0,1)), hash(i + vec3(1,0,1)), f.x),
                   mix(hash(i + vec3(0,1,1)), hash(i + vec3(1,1,1)), f.x), f.y), f.z);
}

float fbm(vec3 p) {
    float v = 0.0, a = 0.5;
    for(int i = 0; i < 5; i++) {
        v += a * noise(p);
        p *= 2.0;
        a *= 0.5;
    }
    return v;
}

void mainImage(out vec4 fragColor, in vec2 fragCoord) {
    vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
    
    vec3 ro = vec3(0.0, 0.0, -3.0);
    vec3 rd = normalize(vec3(uv, 1.0));
    
    // Rotate camera
    rd.xz *= mat2(cos(iTime * 0.05), -sin(iTime * 0.05), sin(iTime * 0.05), cos(iTime * 0.05));
    
    vec3 col = vec3(0.0);
    float trans = 1.0;
    float t = 0.1;
    
    // Volumetric nebula
    for(int i = 0; i < 100; i++) {
        vec3 p = ro + rd * t;
        
        // Nebula density
        float dens = fbm(p * 0.5 + vec3(iTime * 0.05));
        dens = pow(dens, 3.0) * 0.8;
        
        // Color based on density and position
        vec3 nebCol = mix(vec3(0.8, 0.2, 0.5), vec3(0.2, 0.5, 0.9), p.y * 0.2 + 0.5);
        nebCol = mix(nebCol, vec3(0.9, 0.7, 0.3), dens);
        
        col += nebCol * dens * trans * 0.03;
        trans *= exp(-dens * 0.1);
        
        t += 0.08;
        if(trans < 0.01 || t > 15.0) break;
    }
    
    // Starfield
    for(int i = 0; i < 50; i++) {
        float fi = float(i);
        vec3 starPos = vec3(
            sin(fi * 1.3) * 8.0,
            cos(fi * 0.7) * 6.0,
            sin(fi * 0.9) * 5.0 + 3.0
        );
        float d = length(ro + rd * 5.0 - starPos);
        float star = 0.005 / (0.001 + d * d);
        col += vec3(0.9, 0.95, 1.0) * star * (1.0 + sin(fi + iTime) * 0.3);
    }
    
    // Background
    col += vec3(0.02, 0.01, 0.05) * (1.0 - length(uv) * 0.5);
    
    // Vignette
    col *= 1.0 - length(uv) * 0.5;
    col = pow(col, vec3(0.9));
    
    fragColor = vec4(col, 1.0);
}

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