Project_2026-01-24_13-41-29
GLSL shader by scry · created 2026-01-24 · 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)
vec3 spiral(vec2 uv, float density, float thickness, float hueSpeed, float startRadius, float endRadius, float fadeDist) {
float angle = atan(uv.y, uv.x);
float radius = length(uv);
float spiralPattern = angle + radius * density - time*1.002;
float line = smoothstep(0.00, thickness, abs(fract(spiralPattern / (2.0 * pi)) - 0.5) - 0.44);
float hue = fract(angle / (2.0 * pi) + 1. * hueSpeed);
vec3 rainbow = 0.6 + 0.5 * cos(2.0 * pi * (hue + vec3(0.0, 0.33, 0.67)));
return rainbow * line * smoothstep(startRadius, startRadius + fadeDist, radius) * smoothstep(endRadius, endRadius - fadeDist, radius);
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = fragCoord.xy / iResolution.xy;
uv -= 0.5;
uv.x *= ar;
vec3 col = vec3(0.);
int s = 24;
float fs = float(s);
for (int i=0;i<s;i++) {
float ii = float(i);
float ai = ii*pi/(fs/2.);
vec2 av = uv+vec2(sin(ai),cos(ai))*0.2;
float si = ii*(1./fs);
//si = 0.;
float st = time*0.15909+si;
for (int j=0;j<1;j++) {
av=abs(av)-0.2;
//av = abs(av)-fract(time)*0.1;
}
col += spiral(av, 100.0, 0.06, time*0.16+si, -0.09+fract(st)*2., 0.+fract(st)*2., 0.02);
//uv = abs(uv)-0.5;
}
col *= 1.;
fragColor = vec4(col, 1.0);
}
Image
Not used
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