TensorTantrum 1

GLSL shader by merrypranxter · created 2026-02-11 · 10s loop · 2 passes

His first attempt not bad

Tags: Symmetry, Kaleidoscopic, Colorful, Tensortantrum

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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)

// --- 1. THE DEFINES (TWEAK THE VIBRATION) ---
#define SCALE 2.5
#define ITERATIONS 7.0
#define VIBE_SPEED iTime * 0.4
#define SHARP 40.0 // HOW "THICC" THE LINES ARE

// --- 2. THE MATH ENGINE (SYMMETRY & FOLDING) ---

mat2 rot(float a) { return mat2(cos(a), -sin(a), sin(a), cos(a)); }

// THE COSMIC PALETTE (SMUGGLED FROM THE W-AXIS)
vec3 get_color(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, 1.0);
    vec3 d = vec3(0.0, 0.33, 0.67); // NEON TRINITY
    return a + b * cos(6.28318 * (c * t + d + iTime * 0.1));
}

// --- 3. THE RENDERER (TEXTURE SYNTHESIS) ---

void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
    // NORMALIZE THE COORDINATE SYSTEM
    vec2 uv = (fragCoord * 2.0 - iResolution.xy) / iResolution.y;
    vec2 uv0 = uv; // SAVE ORIGINAL UV FOR DISTORTION
    vec3 final_color = vec3(0.0);
    
    // START THE FOLDING PROCESS
    for (float i = 0.0; i < ITERATIONS; i++) {
        // 1. SYMMETRY: FOLD THE SPACE (KALEIDOSCOPE MODE)
        uv = abs(uv) - 0.5;
        
        // 2. ROTATE: TWIST THE DATA
        uv *= rot(VIBE_SPEED + i * 0.2);
        
        // 3. THE "CRUNCH": NON-EUCLIDEAN TILING
        uv = fract(uv * 1.5) - 0.5;
        
        // 4. THE SHAPE: CALCULATE DISTANCE TO THE CENTER
        float d = length(uv) * exp(-length(uv0));
        
        // 5. THE GLOW: TRANSFORM DISTANCE INTO LIGHT (SHINY YAWNIES)
        vec3 col = get_color(length(uv0) + i * 0.4);
        
        d = sin(d * 8.0 + iTime) / 8.0;
        d = abs(d);
        
        // MAKE IT SHARP AND SUCCULENT
        d = pow(0.01 / d, 1.2);
        
        // LAYER THE VIBRATION
        final_color += col * d;
    }
    
    // 6. FINAL OUTPUT (THE RADIATING BEACON)
    // ADD A SLIGHT VIGNETTE TO FOCUS THE SIGNAL
    final_color *= 1.0 - length(uv0) * 0.4;

    fragColor = vec4(final_color, 1.0);
}

Image

Not used

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