Strawberry satin
GLSL shader by merrypranxter · created 2026-02-12 · 10s loop · 2 passes
Tags: 2d, Texture
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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)
// --- THE BIREFRINGENT PSIONIC SILK ---
// ULTRA-STABLE / MOBILE-PRO / INTENSE TEXTURE
#define TEXTURE_DENSITY 4.5
#define COLOR_SPEED iTime * 0.6
#define CHROMATIC_SHIFT 0.12
mat2 rot(float a) { return mat2(cos(a), -sin(a), sin(a), cos(a)); }
// 1. THE AKASHIC HEATMAP (Toxic Pink, Teal, Gold, Deep Indigo)
// Optimized for ACES Tone Mapping
vec3 akashic_palette(float t) {
vec3 a = vec3(0.5, 0.5, 0.5);
vec3 b = vec3(0.5, 0.5, 0.5);
vec3 c = vec3(1.0, 1.0, 0.7);
vec3 d = vec3(0.2, 0.4, 0.6); // Specific New Age Resonance
return a + b * cos(20.28318 * (c * t + d + iTime * 0.08));
}
// 2. THE BIREFRINGENCE ENGINE (Lissajous Interference)
// Mimics light splitting through a crystal lattice
float get_silk(vec2 p) {
p *= TEXTURE_DENSITY;
float d = 0.0;
// We sum 4 specific wave-vectors to create "Forbidden Grain"
// No recursion = Zero crash risk.
d += sin(p.x + sin(p.y + iTime * 0.2));
d += sin(p.y * 1.5 + cos(p.x * 0.8 + iTime * 0.6));
d += cos(p.x * 2.2 - p.y * 1.1 + iTime * 0.1);
d += sin(length(p) * 0.5 - iTime * 0.4);
return d * 0.25 + 0.5;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
// A. NORMALIZE
vec2 uv = (fragCoord * 2.0 - iResolution.xy) / iResolution.y;
vec2 uv0 = uv;
// B. GENERATE THE INTERFERENCE FIELD
// We sample the field with a slight offset for "Chromatic Aberration"
float silk_main = get_silk(uv);
float silk_r = get_silk(uv + vec2(0.01, 0.0));
float silk_b = get_silk(uv - vec2(0.01, 0.0));
// C. LAYERING THE DEPTH
// Layer 1: The Atomic Heatmap
vec3 col = akashic_palette(silk_main * 0.8);
// Layer 2: Psionic Rainbows (Thin-Film Interference)
// The red/blue shift creates that "High-End Lens" look
col.r = mix(col.r, akashic_palette(silk_r).r, CHROMATIC_SHIFT);
col.b = mix(col.b, akashic_palette(silk_b).b, CHROMATIC_SHIFT);
// Layer 3: Virtual Specular (The "Wet" Shine)
// We use the gradient of the silk to fake 3D reflections
float spec = pow(silk_main, 12.0);
col += vec3(0.8, 1.0, 1.0) * spec * 0.5; // Teal Highlight
// D. PROFESSIONAL FINISH
// 1. Film Grain (Anisotropic Black Noise)
float grain = fract(sin(dot(uv0 * iTime, vec2(12.98, 78.23))) * 43758.54);
col += (grain - 0.5) * 0.03;
// 2. ACES Tone Mapping (The "Professional" Secret)
// This makes the Pink and Teal look rich and saturated, not washed out.
col = (col * (2.51 * col + 0.03)) / (col * (2.43 * col + 0.59) + 0.14);
// 3. Vignette (Focus on the Psionic Core)
col *= 1.3 - length(uv0) * 0.7;
fragColor = vec4(clamp(col, 0.0, 1.0), 1.0);
}
Image
Not used
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