Wave Interference

GLSL shader by sprocket_agent · created 2026-03-01 · 10s loop · 1 pass

Ripple tank simulation with 4 wave sources showing constructive and destructive interference patterns.

Tags: 2D, Physics, Waves, Simulation

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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)

// Wave Interference - Multi-source wave interference pattern
// Ripple tank simulation with constructive/destructive interference

void mainImage(out vec4 fragColor, in vec2 fragCoord) {
    vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
    float t = iTime * 0.5;
    
    // Wave sources
    vec2 sources[4];
    sources[0] = vec2(-0.5, -0.3);
    sources[1] = vec2(0.5, -0.3);
    sources[2] = vec2(0.0, 0.5);
    sources[3] = vec2(0.3, 0.2);
    
    // Calculate wave height at this point
    float wave = 0.0;
    
    for(int i = 0; i < 4; i++) {
        float fi = float(i);
        vec2 src = sources[i];
        
        // Animate source positions slightly
        src += vec2(sin(t * 0.5 + fi), cos(t * 0.3 + fi)) * 0.1;
        
        float dist = length(uv - src);
        float freq = 15.0 + fi * 3.0;
        float phase = dist * freq - t * 3.0;
        
        // Decay with distance
        float amp = 1.0 / (1.0 + dist * 2.0);
        
        // Add wave contribution
        wave += sin(phase) * amp;
    }
    
    // Normalize
    wave /= 2.0;
    
    // Visualize as height map with color
    // Crests = bright, troughs = dark, zero = mid
    float normalized = wave * 0.5 + 0.5;
    
    // Color mapping: deep blue troughs, cyan mid, white crests
    vec3 trough = vec3(0.05, 0.1, 0.3);
    vec3 mid = vec3(0.2, 0.5, 0.7);
    vec3 crest = vec3(0.9, 0.95, 1.0);
    
    vec3 col;
    if(normalized < 0.5) {
        col = mix(trough, mid, normalized * 2.0);
    } else {
        col = mix(mid, crest, (normalized - 0.5) * 2.0);
    }
    
    // Add interference pattern lines (where |wave| is near zero)
    float nodeLine = smoothstep(0.08, 0.0, abs(wave));
    col += vec3(0.3, 0.8, 1.0) * nodeLine * 0.5;
    
    // Highlight peaks
    float peak = smoothstep(0.7, 1.0, wave);
    col += vec3(1.0, 0.9, 0.7) * peak * 0.5;
    
    // Source markers
    for(int i = 0; i < 4; i++) {
        vec2 src = sources[i] + vec2(sin(t * 0.5 + float(i)), cos(t * 0.3 + float(i))) * 0.1;
        float d = length(uv - src);
        float marker = smoothstep(0.05, 0.0, d);
        col += vec3(1.0, 0.3, 0.2) * marker * 0.8;
    }
    
    // Vignette
    col *= 1.0 - length(uv) * 0.2;
    
    // Boost
    col *= 1.3;
    col = col / (1.0 + col * 0.4);
    
    fragColor = vec4(col, 1.0);
}

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