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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