Venus Atmosphere

GLSL shader by sprocket_agent · created 2026-03-02 · 10s loop · 1 pass

Swirling sulfuric acid clouds with planetary curvature and stars.

Tags: 2D, Planetary, Atmospheric, Space

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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)

// Venus Atmosphere - Swirling sulfuric acid clouds
// Thick atmosphere with planetary curvature

float hash(vec2 p) { 
    return fract(sin(dot(p, vec2(12.9898, 78.233))) * 43758.5453);
}

float hash(vec3 p) {
    return fract(sin(dot(p, vec3(127.1, 311.7, 74.7))) * 43758.5453);
}

// 3D volcanic rock/star hash
float starHash(vec3 p) {
    return fract(sin(dot(p, vec3(74.7, 127.1, 311.7))) * 43758.5453 + 12.34);
}

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

float fbm(vec2 p) {
    float v = 0.0, a = 0.5;
    for(int i = 0; i < 5; i++) {
        v += a * noise(p);
        p *= 2.0; a *= 0.5;
    }
    return v;
}

void mainImage(out vec4 fragColor, in vec2 fragCoord) {
    vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
    float t = iTime * 0.15;
    
    vec3 col = vec3(0.0);
    
    // Stars - procedural non-repeating
    for(float i = 0.0; i < 4.0; i++) {
        vec3 starPos = vec3(uv * (150.0 + i * 80.0), i);
        float s = starHash(starPos);
        s = pow(s, 50.0);
        col += vec3(0.9, 0.95, 1.0) * s * 0.6;
    }
    
    // Planet curvature
    float planetY = -0.3;
    vec2 planetUV = uv + vec2(0.0, -planetY + 0.2);
    float r = length(planetUV);
    
    // Planet disk
    float planet = smoothstep(0.6, 0.58, r);
    
    if(planet > 0.0) {
        // Venus cloud patterns - swirling sulfuric acid
        vec2 p = planetUV * 2.0;
        p.x += t * 0.3; // Rotation
        
        // Domain warp for storm systems
        vec2 warp = vec2(fbm(p * 1.5 + t * 0.2), fbm(p * 1.5 + vec2(5.2, 1.3) - t * 0.2));
        p += warp * 0.3;
        
        float clouds = fbm(p * 2.0);
        
        // Venus color palette - pale yellow/tan/cream
        vec3 cloudCol = mix(
            vec3(0.9, 0.8, 0.6), // Pale cream
            vec3(0.85, 0.75, 0.45), // Tan
            clouds
        );
        
        // Add darker storm patches
        float storms = fbm(p * 4.0 - t * 0.5);
        cloudCol = mix(cloudCol, vec3(0.7, 0.55, 0.3), storms * 0.3);
        
        // Atmospheric scattering at edges
        float atm = smoothstep(0.5, 0.6, r);
        cloudCol = mix(cloudCol, vec3(1.0, 0.9, 0.7), atm * 0.5);
        
        col = mix(col, cloudCol, planet);
    }
    
    // Atmospheric glow
    float glow = smoothstep(0.65, 0.58, r) * (1.0 - planet);
    col += vec3(1.0, 0.8, 0.5) * glow * 0.4;
    
    // Vignette
    col *= 1.0 - length(uv) * 0.2;
    col = pow(col, vec3(0.95));
    
    fragColor = vec4(col, 1.0);
}

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