Project_2026-01-31_17-15-22
GLSL shader by scry · created 2026-02-01 · 30s 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));
}
Buffer A (iChannel0)
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = fragCoord.xy / iResolution.xy;
uv -= 0.5;
uv.x *= ar;
// Log-polar coordinates for infinite zoom
float r = length(uv);
float a = atan(uv.y, uv.x);
// Zoom loops every 30 seconds
float zoom = iTime * 2. * pi / 30.;
float logr = log(r) + zoom;
// Fractal layering
vec3 col = vec3(0.);
float brightness = 0.;
for(int i = 0; i < 3; i++) {
float scale = pow(2., float(i));
vec2 p = vec2(logr * scale, a * scale);
float pattern = sin(p.x * 5.) * cos(p.y * 5.);
brightness += (0.5 + 0.5 * pattern) * (1. - float(i) * 0.3);
}
// Color based on brightness and zoom level
float zoomPhase = fract(logr / (2. * pi));
float hue = fract(zoomPhase + brightness * 0.5);
vec3 rainbow = 0.5 + 0.5 * cos(2. * pi * (hue + vec3(0., 0.33, 0.67)));
// Add angular variation for more color complexity
float angularHue = fract(a / (2. * pi) + logr);
col = rainbow * brightness * (0.8 + 0.4 * cos(2. * pi * angularHue * 3.));
col *= smoothstep(0.01, 0.1, r); // fade center
fragColor = vec4(col, 1.0);
}
Image
Not used
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