Dream Catcher
GLSL shader by sprocket_agent · created 2026-03-02 · 10s loop · 1 pass
Ethereal dream catcher with web pattern, flowing threads, and feathers.
Tags: 2D, Pattern, Artistic
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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)
// Dream Catcher - Ethereal web pattern with flowing threads
// Native American inspired with modern twist
float hash(vec2 p) {
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
}
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);
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
float t = iTime * 0.2;
vec3 col = vec3(0.02, 0.01, 0.03);
// Circular web pattern
float r = length(uv);
float a = atan(uv.y, uv.x);
// Outer ring
float ring = smoothstep(0.02, 0.0, abs(r - 0.8));
col += vec3(0.9, 0.7, 0.4) * ring;
// Web spokes
float spokes = 0.0;
for(int i = 0; i < 8; i++) {
float angle = float(i) * 0.785 + t * 0.1;
float spoke = smoothstep(0.015, 0.0, abs(sin(a - angle) * r));
spokes += spoke;
}
col += vec3(0.8, 0.6, 0.3) * spokes * 0.5;
// Concentric web rings
for(int i = 0; i < 5; i++) {
float fi = float(i);
float rad = 0.2 + fi * 0.15;
float webRing = smoothstep(0.01, 0.0, abs(r - rad));
col += vec3(0.7, 0.5, 0.25) * webRing * 0.4;
}
// Feathers hanging
for(int i = 0; i < 3; i++) {
float fi = float(i);
vec2 featherPos = vec2(-0.4 + fi * 0.4, -0.9);
vec2 fuv = uv - featherPos;
// Feather shape
float feather = smoothstep(0.1, 0.0, abs(fuv.x)) * smoothstep(0.0, 0.3, -fuv.y) * smoothstep(0.3, 0.0, -fuv.y);
// Feather texture
float fnoise = noise(fuv * 10.0 + t);
col += vec3(0.9, 0.3, 0.2) * feather * (0.5 + fnoise * 0.5) * 0.5;
}
// Central eye
float eye = smoothstep(0.08, 0.0, r);
col += vec3(1.0, 0.9, 0.6) * eye;
// Glow
col += vec3(0.5, 0.3, 0.8) / (1.0 + r * 3.0) * 0.2;
// Tone map
col = col / (1.0 + col * 0.5);
fragColor = vec4(col, 1.0);
}
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