Project_2026-04-05_18-28-09
GLSL shader by scry · created 2026-04-06 · 10s loop · 2 passes
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. //1 degree
#define time iTime*2.*pi/100. //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
#define MBLUR_SAMPLES 20 // 1 = no blur, higher = smoother motion blur
#define FRAME_DT (2.*pi/10./20.) // time step assuming 60fps, matches time macro period
vec3 cs = vec3(1.,2.,3.);
mat2 r2d(float a) {
return mat2(cos(a),sin(a),-sin(a),cos(a));
}
Buffer A (iChannel0)
float di(vec2 uv) {
float d = smoothstep(4.,0.,abs(uv.x));
return pow(log(abs(uv.x))*0.1,2.);
}
float channel(vec2 uv, vec2 ad, float scale, float t) {
for (int i=0;i<40;i++) {
//uv = uv/dot(uv,uv);
uv *= r2d(t*0.1+float(i)*pi/10.);
uv.y += di(uv/1000.)*scale*2.;
//uv = uv/dot(uv,uv);
uv.x = abs(uv.x)-0.8+sin(t*0.1+float(i));
uv *= r2d(deg*0.);
}
return smoothstep(0.1, 0., abs(fract(uv.y * 10.0)-0.5));
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = fragCoord.xy / iResolution.xy;
vec2 tv = uv;
uv -= 0.5;
uv.x *= ar;
vec3 col = vec3(0.);
float totalWeight = 0.0;
uv *= 1.-(1./(iTime*0.005+1.));
uv *= r2d(time*0.1);
uv *= 0.6;
uv *= r2d(-time/10.+deg*0.);
uv = uv/dot(uv,uv)*1.;
//uv.x = abs(uv.x);
uv = uv/dot(uv,uv)*10.;
float n = 0.00005+time*0.0001;
for (int s = 0; s < MBLUR_SAMPLES; s++) {
//uv = abs(uv)-0.002;
//uv *= 1.01;
float frac = float(s) / float(MBLUR_SAMPLES);
float t = time - FRAME_DT * (1.0 - frac)+uv.x/3.;
// Fade: newest sample (s=MBLUR_SAMPLES-1) is brightest, oldest (s=0) is dimmest
float w = float(s + 1) / float(MBLUR_SAMPLES);
vec2 ad = sin(vec2(0.,1.57)+t);
vec3 sample_col;
sample_col.x = channel(uv, ad, 0.1, t);
sample_col.y = channel(uv, ad, 0.1+n, t);
sample_col.z = channel(uv, ad, 0.1+n*2., t);
col += sample_col * w;
totalWeight += w;
}
col /= totalWeight;
fragColor = vec4(col, 1.0);
}
Image
Not used
More shaders by scry
- Project_2026-08-15_18-22-06
- Project_2026-08-14_16-45-00
- Project_2026-07-24_15-10-23
- Project_2026-07-15_03-18-26
- Glass of Orange Juice (raymarched)
- Project_2026-07-13_00-53-50
- Project_2026-07-10_16-39-54
- Popcorn ceiling
- Project_2026-06-20_15-32-19
- Project_2026-06-25_12-22-43
- Visual Enhancer
- Project_2026-06-24_11-11-39
Browse all public shaders · All shaders by scry · ShaderKit home
Unread comments
×Projects with new comments. Click to open and read.