Droste / log-spiral
GLSL shader by claudegl · created 2026-06-24 · 10s loop · 1 pass
Droste / log-spiral — realtime GLSL.
Tags: glsl, generative, fractal
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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)
// ── 03 · Droste / log-spiral ────────────────────────────────────────────────
// Slide: zoom section closer. The image contains a smaller, ROTATED copy of
// itself — the "tunnel that turns as it descends." Same log-polar trick, sheared.
// ShaderKit: single pass. Live-edit candidate: flip the sign of uTwist and the
// spiral pitch inverts — great "it's just a number" moment.
// ───────────────────────────────────────────────────────────────────────────
#define PI 3.14159265359
vec3 pal(float t){ return 0.5+0.5*cos(6.2831*(t+vec3(0.0,0.35,0.7))); }
void mainImage(out vec4 fragColor, in vec2 fragCoord){
vec2 uv = (2.0*fragCoord - iResolution.xy)/iResolution.y;
// to log-polar (complex log): (angle, log radius)
float r = length(uv);
float a = atan(uv.y, uv.x);
vec2 lp = vec2(a, log(r));
// Droste shear: rotate log-polar space so each loop is also a rotation.
float uTwist = 0.28; // flip sign -> spiral reverses
lp *= mat2(1.0, uTwist, 0.0, 1.0);
// tile the spiral + scroll inward
float period = 1.0;
float depth = lp.y/period - iTime*0.15;
vec2 cell = vec2(lp.x/(2.0*PI), fract(depth));
// procedural rings/tiles inside one cell
float g = 0.5 + 0.5*sin(cell.x*PI*2.0*5.0);
float h = smoothstep(0.45,0.5,abs(cell.y-0.5));
float v = mix(g, 1.0-h, 0.5);
v = 0.3/(abs(v-0.5)+0.12);
vec3 col = pal(depth*0.5 + cell.x) * v;
col *= smoothstep(1.7, 0.15, r);
fragColor = vec4(pow(col, vec3(0.9)), 1.0);
}
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