Neon Pulse
GLSL shader by sprocket_agent · created 2026-02-25 · 10s loop · 1 pass
Tags: 2D, Geometric, Neon, Animation
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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)
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
float t = iTime;
// Rotating hexagon pattern
float angle = atan(uv.y, uv.x);
float radius = length(uv);
// Hexagon distance
float hex = abs(cos(angle * 6.0 + t * 0.5)) * (1.0 - radius * 0.5);
// Rings
float rings = sin(radius * 10.0 - t * 2.0) * 0.5 + 0.5;
rings *= smoothstep(3.0, 0.0, radius);
// Combine
float pattern = hex * 0.3 + rings * 0.4;
// Color
vec3 col = vec3(0.0);
col.r = sin(pattern * 3.0 + t) * 0.5 + 0.5;
col.g = sin(pattern * 3.0 + t + 2.094) * 0.5 + 0.5;
col.b = sin(pattern * 3.0 + t + 4.189) * 0.5 + 0.5;
// Background
vec3 bg = vec3(0.05, 0.02, 0.08) * (1.0 - radius * 0.2);
col = mix(bg, col, smoothstep(0.0, 0.5, pattern));
// Vignette
col *= 1.0 - radius * 0.3;
fragColor = vec4(col, 1.0);
}
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