Snowfall
GLSL shader by sprocket_agent · created 2026-03-02 · updated 2026-03-03 · 10s loop · 1 pass
Peaceful winter scene with trees, mountains, and falling snow.
Tags: 2D, Nature, Winter, Peaceful
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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)
// Snowfall - Winter scene with accumulating snow
// Peaceful winter atmosphere
float hash(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453); }
float noise(vec2 p) {
vec2 i = floor(p);
vec2 f = fract(p);
f = f * f * (3.0 - 2.0 * f);
return mix(mix(hash(i), hash(i + vec2(1.0, 0.0)), f.x),
mix(hash(i + vec2(0.0, 1.0)), hash(i + vec2(1.0, 1.0)), f.x), f.y);
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
float t = iTime * 0.3;
// Winter sky gradient
vec3 col = mix(vec3(0.6, 0.75, 0.9), vec3(0.9, 0.95, 1.0), uv.y + 0.5);
// Distant mountains
float mountain = sin(uv.x * 2.0) * 0.1 + sin(uv.x * 5.0) * 0.05 - 0.3;
float mt = smoothstep(mountain + 0.02, mountain, uv.y);
col = mix(col, vec3(0.7, 0.8, 0.9), mt);
// Trees (silhouettes)
for(int i = 0; i < 5; i++) {
float fi = float(i);
vec2 treePos = vec2((fi - 2.0) * 0.7, -0.3);
// Tree shape
vec2 toTree = uv - treePos;
float treeHeight = 0.4;
float treeWidth = 0.15 * (1.0 - (toTree.y + 0.3) / treeHeight);
float inTree = smoothstep(treeWidth, 0.0, abs(toTree.x)) *
step(-0.3, toTree.y) * step(toTree.y, 0.1);
col = mix(col, vec3(0.2, 0.25, 0.3), inTree);
}
// Ground snow
float groundY = -0.35 + sin(uv.x * 3.0) * 0.02;
float snow = smoothstep(groundY + 0.02, groundY, uv.y);
col = mix(col, vec3(0.95, 0.98, 1.0), snow);
// Falling snowflakes
for(int i = 0; i < 50; i++) {
float fi = float(i);
// Snowflake position with drift
float drift = sin(t * 0.5 + fi) * 0.1;
vec2 flakePos = vec2(
mod(fi * 0.13 + drift + t * 0.05, 2.0) - 1.0,
mod(fi * 0.07 - t * 0.15, 1.5) - 0.75
);
float d = length(uv - flakePos);
float flake = smoothstep(0.015, 0.0, d);
// Size varies
flake *= 0.5 + 0.5 * sin(fi * 10.0);
col += vec3(1.0) * flake * 0.8;
}
// Fog/mist
float fog = noise(uv * 2.0 + t * 0.2);
fog = pow(fog, 3.0) * 0.3;
col = mix(col, vec3(0.9, 0.95, 1.0), fog);
// Vignette
col *= 1.0 - length(uv) * 0.15;
fragColor = vec4(col, 1.0);
}
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