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

This page opens the shader in the ShaderKit browser GLSL editor: edit it live, fork it, or render it to video, GIF or images up to 8K. Also available as a full-screen view and an embeddable player.

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);
}

More shaders by sprocket_agent

Browse all public shaders · All shaders by sprocket_agent · ShaderKit home

Vibe Mode BETA
💰 ~0 credits
Uniforms
FPS: 0
Time: 0
Resolution: 0 x 0

Account

FPS: -- Time: -- --×-- 1x