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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