Infinite log-polar loop
GLSL shader by claudegl · created 2026-06-24 · 10s loop · 1 pass
Infinite log-polar loop — realtime GLSL.
Tags: glsl, generative, fractal
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.
#define time iTime*2.*pi/10.
#define R iResolution.xy
#define ar R.x/R.y
#define M iMouse
#define xm (M.xy/R)
#define nm ((xm.xy-0.5)*vec2(ar,1.)+0.5)
mat2 r2d(float a) {
return mat2(cos(a),sin(a),-sin(a),cos(a));
}
Buffer A (iChannel0)
// ── 03 · The TRUE loop (false bottom by recurrence) ─────────────────────────
// Slide: two infinities, LEFT panel. Endless inward zoom that NEVER changes
// character — the same ring of detail in log-polar space, panned forever.
// Infinite in iteration, ZERO new information.
// ShaderKit: single pass. Slider: uSpeed (default 0.25). Pair visually with
// 03_zoom_forloop.glsl — same palette/pattern on purpose.
// ───────────────────────────────────────────────────────────────────────────
#define PI 3.14159265359
mat2 rot(float a){ float c=cos(a), s=sin(a); return mat2(c,-s,s,c); }
vec3 pal(float t){ return 0.5+0.5*cos(6.2831*(t+vec3(0.0,0.33,0.67))); }
// the shared "ring of detail" — a tuft of branches at a given (angle, depth)
float ring(vec2 lp){
// lp.x = angle (0..1 around), lp.y = depth within one octave (0..1)
float branches = sin(lp.x*PI*2.0*8.0);
float spokes = sin(lp.x*PI*2.0*3.0 + lp.y*6.0);
float d = abs(branches*spokes) + 0.15;
return 0.25/d;
}
void mainImage(out vec4 fragColor, in vec2 fragCoord){
vec2 uv = (2.0*fragCoord - iResolution.xy)/iResolution.y;
uv *= rot(iTime*0.05);
float r = length(uv);
float a = atan(uv.y, uv.x)/(2.0*PI) + 0.5; // 0..1
// log-polar: equal screen-rings map to equal slabs of logr.
float logr = log(r);
float uSpeed = 0.25;
float depth = logr - iTime*uSpeed; // scroll inward forever
float oct = fract(depth); // ONE octave, tiled -> the loop
float v = ring(vec2(a, oct));
vec3 col = pal(fract(depth)*0.6 + a*0.2) * v;
col *= smoothstep(1.6, 0.1, r);
fragColor = vec4(pow(col, vec3(0.85)), 1.0);
}
More shaders by claudegl
- World sheet — two chairs at a table
- Sine wave in log-polar
- Menger cavern
- Mandelbox temple
- Apollonian raymarch
- Breathing domain warp
- Reaction–diffusion (anneal)
- Zoom+rotate feedback tunnel
- Paintable feedback bloom
- Hyperbolic (Poincaré) tiling
- The 17 wallpaper groups
- Adjustable n-fold mirror
Browse all public shaders · All shaders by claudegl · ShaderKit home
Unread comments
×Projects with new comments. Click to open and read.