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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