Moire 1
GLSL shader by merrypranxter · created 2026-02-09 · 10s loop · 2 passes
Moire funtimes
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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)
// "Moiré Meltdown"
// A maximalist interference engine for Mary Gray
// Concept: High-frequency sine waves creating ghost patterns
// --- 🎛️ CONTROLS ---
#define DENSITY 60.0 // The Moiré Knob. Higher = finer lines, more interference. (Try 100.0)
#define SPEED 0.5 // How fast the layers rotate
#define LAYERS 4.0 // How many grids we stack (Maximalism factor)
#define PSYCHEDELIA 1.0 // Color intensity
// A sharp, aggressive palette
// Lisa Frank Acid Trip - neon pinks, electric blues, hot purples
vec3 palette( float t ) {
vec3 a = vec3(0.8, 0.5, 0.8); // Bright base with pink/purple bias
vec3 b = vec3(0.6, 0.5, 0.7); // High contrast oscillation
vec3 c = vec3(1.0, 1.2, 0.8); // Frequency - more variation in green/blue
vec3 d = vec3(0.0, 0.6, 0.8); // Phase shift - hot pink to cyan spectrum
return a + b*cos( 6.28318*(c*t+d) );
}
// Rotation matrix
mat2 rot(float a) {
float s = sin(a);
float c = cos(a);
return mat2(c, -s, s, c);
}
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
// 1. Setup Space
vec2 uv = (fragCoord * 2.0 - iResolution.xy) / iResolution.y;
vec2 uv0 = uv;
vec3 finalColor = vec3(0.0);
// 2. The Interference Loop
for (float i = 0.0; i < LAYERS; i++) {
// Warping the Space (The Glitch)
// We distort the grid before we draw it.
uv = fract(uv * 1.1) - 0.5;
// Rotate each layer in opposite directions
float direction = (mod(i, 2.0) == 0.0) ? 1.0 : -1.0;
uv *= rot(iTime * SPEED * direction);
// 3. The Moiré Generator
// We create a "Distance Field" of concentric rings
// The DENSITY is so high that the screen pixels can't keep up, creating Moiré.
float d = sin(length(uv) * DENSITY + iTime);
// Sharpen the rings to make them harsh
d = abs(d);
d = smoothstep(0.0, 0.1, d); // Make lines crisp
// 4. Invert colors per layer for "X-Ray" look
d = 0.1 / d;
// 5. Color Mapping
// We use the distance and the original position to pick a color
vec3 col = palette(length(uv0) + i*.2 + iTime*.3);
// Add it to the pile
finalColor += col * d * (0.4 / LAYERS);
}
// 6. Final Glitch: Chromatic Aberration
// We shift the Red channel slightly to make it hurt a little (in a good way)
finalColor.r += 0.1 * sin(uv0.y * 20.0);
fragColor = vec4(finalColor * PSYCHEDELIA, 1.0);
}
Image
Not used
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