Project_2026-02-05_01-13-52
GLSL shader by scry · created 2026-02-05 · 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));
}
// HSV to RGB
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
// RGB to HSV
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
Buffer A (iChannel0)
vec2 sdCircleWave(in vec2 p, in float tb, in float ra) {
tb = 3.1415927*5.0/6.0*max(tb,0.0001);
vec2 co = ra*vec2(sin(tb),cos(tb));
vec2 ap = p;
float pa = step(p.y,0.)*ra*2.;
ap.x = mod(p.x+pa,co.x*4.)-co.x*2.;
ap.y *= (step(-p.y,0.)-0.5);
float y = atan(ap.x,ap.y);
float ya = floor((p.x+pa)*co.x*11.1111);
//y = y*.5+(ya*3.5+pa*-2.);
y += (ya)*pi*2.-pa*pi*3.333;
p.x = abs(mod(p.x,co.x*4.0)-co.x*2.0);
vec2 p1 = p;
vec2 p2 = vec2(abs(p.x-2.0*co.x),-p.y+2.0*co.y);
float d1 = ((co.y*p1.x>co.x*p1.y) ? length(p1-co) : abs(length(p1)-ra));
float d2 = ((co.y*p2.x>co.x*p2.y) ? length(p2-co) : abs(length(p2)-ra));
float x = min(d1, d2);
return vec2(x,y);
}
vec3 c1(vec2 uv, float t) {
vec3 col = vec3(0.);
vec2 ov = uv;
uv *= 14.;
uv = uv/dot(uv,uv);
//uv = mix(uv,ov*20.,sin(time+length(uv)*-1.)*0.5+0.5);
//uv += sin(uv.yx*20.)*0.02;
//uv = vec2(length(uv),atan(uv.x,uv.y)).yx;
//uv *= 2.;
//uv.y = log(uv.y)*1.;
//uv.x = log(uv.x+ar/2.);
//uv.x -= time/2.;
//uv *= 0.05;
//uv.x = fract(uv.x)*2.0945;
//uv *= 3.;
vec2 cv = uv;
uv /= pi*3.;
for (int i=0;i<2;i++) {
uv = abs(uv)-0.05+sin(float(i)*pi/2.+time*0.5)*0.05;
uv *= r2d(deg*45.);
}
//uv.y += (sin(uv.x)*4.)*0.2;
float ta = time+sin(time*2.2+0.33)/2.;
uv.y += ta/pi/4./1.7;
uv.y = fract(uv.y*1.7)/1.7;
uv *= 8.;
//uv *= r2d(time);
float uf = floor(uv.y*1.7);
float yc = mod(uf,2.)*0.3;
//uv.x += sin(yc*pi/2.)*time;
// uv.x += time;
//uv.x += sin(time*2.)*0.25;
//uv.x += yc*sin(time*2.);
//uv.x += (1.-yc)*sin(time)*-0.5;
uv.y = (fract(uv.y*1.7)-0.55)/1.7;
vec2 w = sdCircleWave(uv,0.66,0.15);
col += smoothstep(0.015,0.,w.x-0.01);
//col += 0.15;
//col -= w.y*0.2;
//col *= sin(w.y*(1.+sin(yc*pi/2.+time+w.y*0.1)*0.5)+cs+time*4.)*0.5+0.5;
col *= sin(w.y/9.+uf*pi/2.+cs+time*4.);
col += smoothstep(0.01,0.,abs(w.x-0.1))*(sin(w.y+time*2.)*0.5+0.5);
col += smoothstep(0.01,0.,abs(w.x-0.1)-0.02)*(sin(w.y*4.+cs-time*20.)*0.5+0.5)*0.09;
//col += sin(w.x*140.)*0.2;
col = clamp(col,0.,1.);
return col;
}
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.);
col += c1(uv,time);
for (int i=0;i<8;i++) {
float ii = float(i);
float fi = fract(ii/6.+time/pi/2.);
float f2 = fract(ii/6.+time/pi/2.+0.5);
float afi = abs(fi-0.5)*2.;
float af2 = abs(fi-0.5)*2.;
float nfi = 1.-fi;
float nf2 = 1.-f2;
float naf2 = 1.-af2;
float nafi = 1.-afi;
vec2 av = uv+sin(uv.yx*14.+ii*pi/3.)*0.5*pow(nf2,4.);
uv *= r2d(deg*45.);
av += sin(uv*14.+ii/pi/3.)*nf2*0.1;
av *= r2d(deg*45.);
av += sin(av.yx*14.+ii/pi/3.)*pow(nf2,4.)*0.1;
av *= r2d(deg*-45.);
vec3 c = c1(av,time*0.)*afi;
c.x += (ii/6.+time*0.00)*nf2;
c.x += log(length(av))*0.1;
c.y -= 0.1;
c.z = pow(c.z+exp(-length(av)*15.)*0.3,3.)*0.75;
c = hsv2rgb(c);
col += c;
}
//col += sin(w.y*2.+cs)*0.5;
fragColor = vec4(col, 1.0);
}
Image
Not used
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