Sherbert Lava
GLSL shader by merrypranxter · created 2026-02-12 · 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/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)
// --- 1. THE DEFINES (MAXIMUM INTENSITY) ---
#define LAYERS 10.0 // EXTREME INTRICACY (The "Little Textures")
#define SPEED iTime * 0.5
#define SCALE 3.0 // ZOOM LEVEL
#define STATIC_GRAIN 1.0 // HOW "GRITTY" THE TEXTURE IS
// --- 2. THE MATH ENGINE (THE GLITCH GENERATOR) ---
mat2 rot(float a) { return mat2(cos(a), -sin(a), sin(a), cos(a)); }
// HIGH-QUALITY RANDOM NOISE (THE DIGITAL SAND)
float hash(vec2 p) {
p = fract(p * vec2(123.34, 456.21));
p += dot(p, p + 45.32);
return fract(p.x * p.y);
}
// THE NOISE FUNCTION (VALUE NOISE FOR SMOOTH GLITCH)
float noise(vec2 p) {
vec2 i = floor(p);
vec2 f = fract(p);
f = f * f * (3.0 - 2.0 * f);
float a = hash(i);
float b = hash(i + vec2(1.0, 0.0));
float c = hash(i + vec2(0.0, 1.0));
float d = hash(i + vec2(1.0, 1.0));
return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
}
// THE FRACTAL TEXTURE (THE "FEELS" LOOK)
// We pile layers of noise on top of each other to create the "Intricate Details"
float fbm(vec2 p) {
float v = 0.0;
float a = 0.5;
mat2 m = rot(1.5); // Rotate each layer to create the "Swirl"
for (float i = 0.0; i < LAYERS; i++) {
v += a * noise(p);
p = m * p * 2.0; // DOUBLE THE FREQUENCY EACH TIME (The "Tiny Details")
a *= 0.5;
}
return v;
}
// --- 3. THE RENDERER (RADIOACTIVE CANDY) ---
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
// 1. Normalize
vec2 uv = (fragCoord * 2.0 - iResolution.xy) / iResolution.y;
vec2 uv0 = uv;
// 2. DOMAIN WARPING (THE LIQUID GLITCH)
// We distort the UVs with the noise function itself!
vec2 q = vec2(0.0);
q.x = fbm(uv + vec2(0.0, 0.0) + SPEED * 0.1);
q.y = fbm(uv + vec2(5.2, 1.3) + SPEED * 0.1);
vec2 r = vec2(0.0);
r.x = fbm(uv + 4.0 * q + vec2(1.7, 9.2) + 0.15 * iTime);
r.y = fbm(uv + 4.0 * q + vec2(8.3, 2.8) + 0.126 * iTime);
// The final "Height Map" of the texture
float f = fbm(uv + 4.0 * r);
// 3. THE COLOR PALETTE (STRICTLY NEON)
// NO BROWNS ALLOWED. ONLY HIGH ENERGY.
vec3 col = vec3(0.0);
// Mix 1: Deep Violet to Hot Pink
vec3 c1 = mix(vec3(0.1, 0.0, 0.2), vec3(1.0, 0.05, 0.5), clamp(f * f * 4.0, 0.0, 1.0));
// Mix 2: Add Acid Yellow and Cyan highlights
vec3 c2 = mix(vec3(0.0, 1.0, 1.0), vec3(1.0, 1.0, 0.0), clamp(length(q), 0.0, 1.0));
// Combine them based on the texture height
col = mix(c1, c2, f);
// 4. THE STATIC GRAIN (THE FEELS GRIT)
// This adds that "sand" look from the video
float static_noise = hash(uv * 1000.0 + iTime);
col += (static_noise - 0.5) * 0.3; // Add grain
// 5. THE SPARKLE (INTENSE TEXTURE)
// Sharpen the ridges so they look like tiny glowing wires
float ridges = pow(f, 3.0);
col += vec3(1.0, 0.0, 0.8) * ridges * 2.0; // Hot Pink Glow
// 6. FINAL CRUNCH (KILL THE NEUTRALS)
col = pow(col, vec3(1.2)); // Deepen the contrast
col *= 1.5; // BOOST BRIGHTNESS
fragColor = vec4(clamp(col, 0.0, 1.0), 1.0);
}
Image
Not used
More shaders by merrypranxter
- PRISMACORE_003 — Retina Banquet
- PRISMACORE_002 — After Work Sky
- PRISMACORE_001 — Liquid Crystal Fever Dream
- Hopf Vibratiok in pink
- Void Geode
- Project_2026-02-14_04-53-13
- Chromatic Plexus
- Signal Death
- Deep fried math
- Candy Interference
- Project_2026-02-12_21-16-32
- Project_2026-02-12_17-00-28
Browse all public shaders · All shaders by merrypranxter · ShaderKit home
Unread comments
×Projects with new comments. Click to open and read.