Project_2026-01-25_13-28-13

GLSL shader by scry · created 2026-01-25 · updated 2026-01-26 · 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;
    uv -= 0.5;
    uv.x *= ar;
    
    float radius = 0.15;
    float thickness = 0.02;
    
    // Three circles offset at 120 degrees
    float angle1 = 0.0;
    float angle2 = 2.0 * pi / 3.0;
    float angle3 = 4.0 * pi / 3.0;
    
    vec2 o1 = radius * vec2(cos(angle1), sin(angle1));
    vec2 o2 = radius * vec2(cos(angle2), sin(angle2));
    vec2 o3 = radius * vec2(cos(angle3), sin(angle3));
    radius += 0.075;
    float d1 = length(uv - o1);
    float d2 = length(uv - o2);
    float d3 = length(uv - o3);
    float c1 = smoothstep(thickness, 0.0, abs(d1 - radius));
    float c2 = smoothstep(thickness, 0.0, abs(d2 - radius));
    float c3 = smoothstep(thickness, 0.0, abs(d3 - radius));
    //angle1 += deg*60.;
    angle1 += deg*95.;
    angle2 += deg*95.;
    angle3 += deg*95.;
    //change angle1,2,3 here to put the dots on the intersections of the circles
    thickness /= 2.;
    c1 -= smoothstep(0.02,0.,length(uv - (o1 + radius * vec2(cos(angle1), sin(angle1)))) - thickness);
    c2 -= smoothstep(0.02,0.,length(uv - (o2 + radius * vec2(cos(angle2), sin(angle2)))) - thickness);
    c3 -= smoothstep(0.02,0.,length(uv - (o3 + radius * vec2(cos(angle3), sin(angle3)))) - thickness);
    
    angle1 += deg*110.;
    angle2 += deg*110.;
    angle3 += deg*110.;
    c1 -= smoothstep(0.02,0.,length(uv - (o1 + radius * vec2(cos(angle1), sin(angle1)))) - thickness);
    c2 -= smoothstep(0.02,0.,length(uv - (o2 + radius * vec2(cos(angle2), sin(angle2)))) - thickness);
    c3 -= smoothstep(0.02,0.,length(uv - (o3 + radius * vec2(cos(angle3), sin(angle3)))) - thickness);
    c1 = clamp(c1,0.,1.);
    c2 = clamp(c2,0.,1.);
    c3 = clamp(c3,0.,1.);

    vec3 hue1 = 0.5 + 0.5 * cos(6.28318 * (atan(uv.y - o1.y, uv.x - o1.x) / 6.28318 + time + vec3(0.0, 0.33, 0.67)));
    vec3 hue2 = 0.5 + 0.5 * cos(6.28318 * (atan(uv.y - o2.y, uv.x - o2.x) / 6.28318 + time + vec3(0.0, 0.33, 0.67)));
    vec3 hue3 = 0.5 + 0.5 * cos(6.28318 * (atan(uv.y - o3.y, uv.x - o3.x) / 6.28318 + time + vec3(0.0, 0.33, 0.67)));
    
    vec3 col = c1 * hue1 + c2 * hue2 + c3 * hue3;
    col = max(col, vec3(0.0));
    
    fragColor = vec4(col, 1.0);
}

Image

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