unicorn Fart

GLSL shader by merrypranxter · created 2026-02-12 · 10s loop · 2 passes

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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 (MAXIMUM BLING) ---
#define LAYERS 9.0       // KEEPS THAT INTENSE TEXTURE
#define SPEED iTime * 0.4
#define SHINE_POWER 4.0  // HOW "WET" OR "CHROME" IT LOOKS
#define SPARKLE_DENSITY 0.96 // ONLY THE BRIGHTEST SPARKS SURVIVE

// --- 2. THE MATH ENGINE (THE HOLOGRAPHIC GENERATOR) ---

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

// HIGH-FREQUENCY HASH (THE DIAMOND DUST)
float hash(vec2 p) {
    p = fract(p * vec2(123.34, 456.21));
    p += dot(p, p + 45.32);
    return fract(p.x * p.y);
}

// SMOOTH NOISE
float noise(vec2 p) {
    vec2 i = floor(p);
    vec2 f = fract(p);
    f = f * f * (3.0 - 2.0 * f);
    float a = hash(i);
    float b = hash(i + vec2(1.0, 0.0));
    float c = hash(i + vec2(0.0, 1.0));
    float d = hash(i + vec2(1.0, 1.0));
    return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
}

// THE FRACTAL TEXTURE (THE "DENSE" PART)
float fbm(vec2 p) {
    float v = 0.0;
    float a = 0.5;
    mat2 m = rot(1.2); 
    for (float i = 0.0; i < LAYERS; i++) {
        v += a * noise(p);
        p = m * p * 2.05; // INCREASE FREQUENCY FOR "TEENY TINY" DETAILS
        a *= 0.5;
    }
    return v;
}

// THE HOLOGRAPHIC PALETTE (ALL THE COLORS)
vec3 holo_palette(float t) {
    // A rainbow cycle offset to look like oil on water
    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); // RAINBOW PHASE
    return a + b * cos(6.28318 * (c * t + d + iTime * 0.2));
}

// --- 3. THE RENDERER (SILVER & SPARKLES) ---

void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
    // 1. Normalize
    vec2 uv = (fragCoord * 2.0 - iResolution.xy) / iResolution.y;
    
    // 2. DOMAIN WARPING (THE SWIRLY PART)
    // This makes the texture flow like "Unicorn Farts"
    vec2 q = vec2(0.0);
    q.x = fbm(uv + 0.00 * iTime);
    q.y = fbm(uv + vec2(1.0));

    vec2 r = vec2(0.0);
    r.x = fbm(uv + 1.0 * q + vec2(1.7, 9.2) + 0.15 * iTime);
    r.y = fbm(uv + 1.0 * q + vec2(8.3, 2.8) + 0.126 * iTime);

    float f = fbm(uv + r); // THE HEIGHT MAP

    // 3. THE COLOR STRATEGY (WHITE/SILVER BASE + HOLO OVERLAY)
    
    // Start with Silver/White base (High Brightness)
    vec3 col = vec3(0.9, 0.95, 1.0) * f; 
    
    // Calculate the "Holographic" effect based on the warp
    // This adds the Pinks, Teals, Oranges, Purples to the ridges
    vec3 rainbow = holo_palette(length(q) + f);
    
    // BLEND: The brighter the noise, the more "Silver" it gets.
    // The mid-tones get the Rainbow.
    col = mix(rainbow, vec3(1.0), f * f); 

    // 4. THE SHINY S*** (SPECULAR HIGHLIGHTS)
    // We enhance the bright spots to look like wet chrome
    float shine = pow(f, SHINE_POWER);
    col += vec3(1.0) * shine * 1.5; // PURE WHITE REFLECTION

    // 5. THE SPARKLE (DIAMOND SHRAPNEL)
    // High-frequency noise thresholded to create glitter points
    float spark = hash(uv * 100.0 + iTime); // Fast flickering
    if (spark > SPARKLE_DENSITY) {
        // If it sparkles, it is MAX BRIGHTNESS + Rainbow Tint
        col += vec3(2.0) * holo_palette(spark); 
    }

    // 6. FINAL POLISH (NO DULLNESS ALLOWED)
    col = pow(col, vec3(0.9)); // Bright Gamma
    
    // Extra "Unicorn Cloud" lift to kill any remaining dark spots
    col = mix(col, vec3(1.0, 0.8, 0.9), 0.1); 

    fragColor = vec4(clamp(col, 0.0, 1.0), 1.0);
}

Image

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