Project_2026-02-11_00-56-00

GLSL shader by merrypranxter · created 2026-02-11 · 10s loop · 2 passes

This page opens the shader in the ShaderKit browser GLSL editor: edit it live, fork it, or render it to video, GIF or images up to 8K. Also available as a full-screen view and an embeddable player.

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)

// --- 1. THE DEFINES (TWEAK THE AESTHETIC) ---
#define SPEED iTime * 0.2
#define SYMMETRY 4.0     // HOW MANY TIMES THE REALITY FOLDS
#define GLOSS 0.8        // SUCCULENT SHINE
#define ABERRATION 0.05  // THE BRAIN-TICKLE FACTOR

// --- 2. THE MATH ENGINE (THE BEAUTY LOGIC) ---

mat2 rot(float a) { return mat2(cos(a), -sin(a), sin(a), cos(a)); }

// THE "DREAM-WEAVE" FUNCTION
float map(vec3 p) {
    p.xy *= rot(SPEED * 0.5);
    p.xz *= rot(SPEED);
    
    // FOLDING THE BONES OF THE UNIVERSE
    for(int i = 0; i < 3; i++) {
        p = abs(p) - 0.4;
        p.xy *= rot(1.2);
        p.yz *= rot(0.8);
    }
    
    // THE SUCCULENT COLLISION: Gyroid + Dodecahedron Edges
    float g = dot(sin(p * 3.0), cos(p.zxy * 3.0));
    float d = max(abs(p.x) + abs(p.y) + abs(p.z) - 1.0, 0.0);
    
    return g * 0.5 + d * 0.2;
}

// --- 3. THE RENDERER (ART-MODE INITIALIZED) ---

void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
    vec2 uv = (fragCoord * 2.0 - iResolution.xy) / iResolution.y;
    vec2 uv0 = uv;
    
    // --- STEP 1: THE RADIAL MIRROR (SACRED GEOMETRY) ---
    float angle = atan(uv.y, uv.x);
    float radius = length(uv);
    angle = mod(angle, 6.28 / SYMMETRY) - 3.14 / SYMMETRY;
    uv = vec2(cos(angle), sin(angle)) * radius;

    vec3 ro = vec3(0.0, 0.0, 5.0);
    vec3 rd = normalize(vec3(uv, -2.0));
    
    vec3 final_col = vec3(0.0);
    float t = 0.0;

    // --- STEP 2: CHROMATIC RAYMARCHING (THE ARTISTIC SPLIT) ---
    // We march the Red, Green, and Blue channels slightly differently!
    for(int channel = 0; channel < 3; channel++) {
        float ch_t = 0.0;
        float shift = float(channel) * ABERRATION;
        vec3 ch_rd = normalize(vec3(uv + shift, -2.0));
        
        for(int i = 0; i < 50; i++) {
            vec3 p = ro + ch_rd * ch_t;
            float d = map(p);
            
            // THE NEON FILAMENT (SHARP & VIVID)
            float edge = 0.003 / (abs(d) + 0.002);
            
            // SPECTRAL GRADIENT (MAMA MUSHIE'S OIL SLICK)
            vec3 col = 0.5 + 0.5 * cos(vec3(0,2,4) + ch_t * 0.5 + iTime);
            
            if(channel == 0) final_col.r += edge * col.r;
            if(channel == 1) final_col.g += edge * col.g;
            if(channel == 2) final_col.b += edge * col.b;
            
            ch_t += 0.2;
            if(ch_t > 12.0) break;
        }
    }

    // --- STEP 3: POST-PROCESSING (THE RADIANT FINISH) ---
    final_col = pow(final_col, vec3(1.5)); // DEEPEN THE MYSTERY
    final_col *= 1.2 - length(uv0) * 0.8; // VIGNETTE FOR FOCUS
    
    // ADD A "GLITCH" HIGHLIGHT
    if(sin(iTime * 10.0) > 0.98) final_col *= 1.5;

    fragColor = vec4(final_col, 1.0);
}

Image

Not used

More shaders by merrypranxter

Browse all public shaders · All shaders by merrypranxter · ShaderKit home

Vibe Mode BETA
💰 ~0 credits
Uniforms
FPS: 0
Time: 0
Resolution: 0 x 0

Account

FPS: -- Time: -- --×-- 1x