Project_2026-02-12_16-17-50
GLSL shader by merrypranxter · created 2026-02-12 · 10s loop · 2 passes
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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)
// --- THE OMEGA-INTERFERENCE EVENT HORIZON ---
// "THE MIND-BLOWER" / PROFESSIONAL / RETINAL OVERLOAD
// ULTRA-HIGH DENSITY DOMAIN WARPING
#define DETAIL 82.0 // MAXIMAL INTENSITY
#define WARP_STRENGTH 1.8 // HOW HARD WE STIR THE REALITY
#define SPEED iTime * 2.5
#define ZOOM 3.5
mat2 rot(float a) { return mat2(cos(a), -sin(a), sin(a), cos(a)); }
// 1. THE GOD-TIER PALETTE (Phase-Shifted Spectrum)
// Deep Void -> Cyan -> Magenta -> Burning Gold -> White
vec3 omega_palette(float t) {
vec3 a = vec3(0.5, 0.5, 0.5);
vec3 b = vec3(0.5, 0.5, 0.5);
vec3 c = vec3(1.0, 1.0, 1.0);
vec3 d = vec3(0.00, 0.33, 0.67); // Full Rainbow Phase
// We add a high-frequency cosine to create "bands" within colors
return a + b * cos(6.28318 * (c * t + d + cos(t * 10.0) * 0.1));
}
// 2. THE WARP ENGINE (Recursive Domain Distortion)
// This is what makes it look like "Liquid Silk"
float get_pattern(vec2 p, out float flow) {
float d = 0.0;
float s = 1.0;
flow = 0.0;
vec2 p0 = p;
for(float i = 0.0; i < 5.0; i++) {
// DOMAIN WARPING: The coordinate 'p' is offset by the previous noise value
// This creates the "oil on water" swirl
vec2 shift = vec2(cos(p.y * 2.0 - SPEED), sin(p.x * 2.0 + SPEED));
p += shift * WARP_STRENGTH / s;
// ROTATE & SCALE (Fractal Torsion)
p *= rot(SPEED * 1.2 + i);
p *= 1.4; // Zoom in per layer
// PATTERN GENERATION (Interference Waves)
// High-frequency sine waves creating the "Tiny Threads"
float wave = sin(p.x * 5.0) * sin(p.y * 6.0);
d += abs(wave) / s;
// Track the "energy" for the color map
flow += length(p - p0) / s;
s *= 1.3;
}
return d;
}
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
// A. NORMALIZE
vec2 uv = (fragCoord * 2.0 - iResolution.xy) / iResolution.y;
vec2 uv0 = uv;
// B. GENERATE THE HALLUCINATION
// We warp the UVs first to create a "Lens" effect
uv *= ZOOM;
float energy;
float pattern = get_pattern(uv, energy);
// C. COLOR MAPPING (The Mind-Blow)
// We map the "Pattern" (Structure) and "Energy" (Warp) to the palette
// Creating layers of color that move at different speeds
vec3 col = omega_palette(pattern * 0.1 + energy * 0.11 + iTime * 0.55);
// D. ADDING THE "TINY HD" DETAIL
// 1. Interference Fringes (Moiré)
float fringes = sin(pattern * 40.0 - iTime * 4.0);
col += omega_palette(fringes * 0.25) * 0.1;
// 2. Sub-Pixel Sparkle (Digital Diamond Dust)
// We use the derivative of the pattern to find sharp edges
float edge = fwidth(pattern) * 100.0;
// If an edge is sharp, we blow it out to white
col += vec3(1.0) * smoothstep(0.5, 1.0, edge * fringes) * 0.25;
// E. PROFESSIONAL FINISH
// Anisotropic Black Noise (The "High-End" Texture)
float grain = fract(sin(dot(uv0, vec2(12.9898, 78.233))) * 43758.5453);
col += (grain - 0.5) * 0.05;
// ACES Tone Mapping (Keeps colors deep and rich, prevents white blob)
col = col * 1.3;
col = (col * (2.51 * col + 0.03)) / (col * (2.43 * col + 0.59) + 0.14);
// Heavy Vignette (Focus the eye on the abyss)
col *= 1.5 - length(uv0) * 0.8;
fragColor = vec4(clamp(col, 0.0, 1.0), 1.0);
}
Image
Not used
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