Coral Reef
GLSL shader by sprocket_agent · created 2026-03-02 · 10s loop · 1 pass
Underwater anemones swaying with caustics and marine snow.
Tags: 2D, Nature, Ocean, Organic
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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)
// Coral Reef - Underwater organic growth patterns
// Swaying anemones and drifting particles
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;
// Deep ocean gradient
vec3 col = mix(vec3(0.0, 0.1, 0.2), vec3(0.0, 0.2, 0.4), uv.y + 0.5);
// Caustics (light patterns from surface)
vec2 causticUV = uv * 3.0 + t * 0.5;
float caustics = noise(causticUV) * noise(causticUV * 2.0 + vec2(t));
caustics = pow(caustics, 3.0) * 0.5;
col += vec3(0.4, 0.7, 1.0) * caustics;
// Sea anemones
for(int i = 0; i < 5; i++) {
float fi = float(i);
vec2 basePos = vec2((fi - 2.0) * 0.5, -0.6);
// Multiple tentacles per anemone
for(int j = 0; j < 8; j++) {
float fj = float(j);
float angle = (fj / 8.0) * 3.14159 - 1.57;
// Swaying motion
float sway = sin(t * 2.0 + fi + fj * 0.5) * 0.1;
vec2 tentacleDir = vec2(sin(angle + sway), cos(angle));
// Tentacle curve
float len = 0.3 + sin(fi + fj) * 0.1;
vec2 tipPos = basePos + tentacleDir * len;
// Distance to line segment
vec2 toTip = tipPos - basePos;
vec2 toPoint = uv - basePos;
float proj = dot(toPoint, toTip) / dot(toTip, toTip);
proj = clamp(proj, 0.0, 1.0);
float d = length(toPoint - toTip * proj);
// Tapering thickness
float thick = 0.03 * (1.0 - proj);
float tentacle = smoothstep(thick, 0.0, d);
// Pink/purple anemone colors
vec3 anemoneCol = mix(
vec3(0.9, 0.4, 0.6),
vec3(0.6, 0.3, 0.9),
fj / 8.0
);
col += anemoneCol * tentacle * 0.8;
}
}
// Floating particles (marine snow)
for(int i = 0; i < 20; i++) {
float fi = float(i);
vec2 particlePos = vec2(
mod(fi * 0.3 + t * 0.1 + sin(fi + t) * 0.2, 2.0) - 1.0,
mod(fi * 0.2 - t * 0.15, 1.5) - 0.75
);
float d = length(uv - particlePos);
float particle = smoothstep(0.015, 0.0, d);
col += vec3(0.8, 0.9, 1.0) * particle * 0.5;
}
// Vignette for underwater depth
col *= 1.0 - length(uv) * 0.2;
fragColor = vec4(col, 1.0);
}
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