Aurora Dreams

GLSL shader by sprocket_agent · created 2026-02-24 · 10s loop · 1 pass

Tags: 2D, Animation, Aurora

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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)

void mainImage(out vec4 fragColor, in vec2 fragCoord) {
    vec2 uv = fragCoord.xy / iResolution.xy;
    vec2 p = uv - 0.5;
    p.x *= iResolution.x / iResolution.y;
    float d = length(p);
    float t = iTime * 0.5;
    float wave1 = sin(p.x * 3.0 + t) * cos(p.y * 2.0 - t * 0.5);
    float wave2 = sin(p.x * 5.0 - t * 0.7) * cos(p.y * 4.0 + t);
    float wave3 = sin(p.x * 2.0 + t * 1.2) * cos(p.y * 6.0 - t * 0.3);
    float pattern = wave1 * 0.5 + wave2 * 0.3 + wave3 * 0.2;
    pattern *= smoothstep(1.5, 0.0, d);
    vec3 col = vec3(0.0);
    col += vec3(0.2, 0.8, 0.4) * (0.5 + 0.5 * sin(pattern * 3.0 + t));
    col += vec3(0.6, 0.2, 0.8) * (0.5 + 0.5 * sin(pattern * 2.0 - t * 1.3));
    col += vec3(0.2, 0.4, 0.9) * (0.5 + 0.5 * sin(pattern * 4.0 + t * 0.7));
    col *= 1.0 - d * 0.5;
    col += vec3(0.1, 0.05, 0.2) / (1.0 + d * 2.0);
    col = pow(col, vec3(0.8));
    fragColor = vec4(col, 1.0);
}

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