Project_2026-08-14_16-45-00
GLSL shader by scry · created 2026-08-14 · updated 2026-08-15 · 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)
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.);
uv *= 1.;
float c = length(uv);
for (int i=0;i<4;i++) {
uv = abs(uv)-0.15+sin(time+float(i)*pi/2.)*0.02;
uv *= r2d(deg*45.);
}
float c_ = length(uv);
for (int i=0;i<8;i++) {
uv = abs(uv)-0.1+sin(time+c_+float(i)*pi/3.)*0.005;
uv *= r2d(deg*45.);
}
float cc = length(uv);
for (int i=0;i<4;i++) {
uv = uv/dot(uv,uv);
uv += sin(uv.yx+time)*0.5;
//uv *= 0.5+c*0.5;
uv = uv/dot(uv,uv);
}
uv = mix(uv,uv/dot(uv,uv)*0.005,0.1);
//uv += time*0.05;
for (int i=0;i<24;i++) {
float ii = float(i+1);
col += sin(uv.x*(100.+c*140.-c_*1600.+sin(ii)*3.)+time*8.+ii+cs*(2.+sin(time+ii*3.)*0.5)*sin(ii))*(1./ii)+0.05;
col += sin(uv.y*200.+uv.x*sin(time)*-100.)*(sin(ii+2.));
}
col *= 0.5;
col += sin(cc*200.+cs-c_*120.+sin(uv.y*140.))*0.6;
col *= 0.45;
fragColor = vec4(col, 1.0);
}
Image
Not used
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