Plasma Ring
GLSL shader by c18387 · created 2026-03-03 · 10s loop · 1 pass
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Shader source (GLSL)
Buffer A (iChannel0)
uniform float iTime;
uniform vec3 iResolution;
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
float d = length(uv);
vec3 col = 0.5 + 0.5 * cos(vec3(0,2,4) + iTime + d * 8.0);
col *= exp(-d * 1.5);
fragColor = vec4(col, 1.0);
}
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