COLOR VOID

GLSL shader by JFX · created 2026-02-03 · 10s loop · 2 passes

VOID WITH COLOR

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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)

#define PI 3.14159265359

// Hash function
float hash21(vec2 p){
    p = fract(p * vec2(123.34, 456.21));
    p += dot(p, p + 34.23);
    return fract(p.x * p.y);
}

// Noise
float noise(vec2 p){
    vec2 i = floor(p);
    vec2 f = fract(p);
    f = f*f*(3.0-2.0*f);

    float a = hash21(i);
    float b = hash21(i+vec2(1.,0.));
    float c = hash21(i+vec2(0.,1.));
    float d = hash21(i+vec2(1.,1.));

    return mix(mix(a,b,f.x), mix(c,d,f.x), f.y);
}

// FBM
float fbm(vec2 p){
    float v = 0.0;
    float a = 0.5;
    for(int i=0;i<6;i++){
        v += a * noise(p);
        p *= 2.0;
        a *= 0.5;
    }
    return v;
}

// Spectral color mapping
vec3 spectral(float t){
    t = fract(t);
    vec3 c;
    c.r = sin(t*2.0*PI) * 0.5 + 0.5;
    c.g = sin(t*2.0*PI + 2.094) * 0.5 + 0.5;
    c.b = sin(t*2.0*PI + 4.188) * 0.5 + 0.5;
    return pow(c, vec3(1.5));
}

void mainImage(out vec4 fragColor, in vec2 fragCoord){
    vec2 uv = fragCoord.xy / iResolution.xy;
    uv -= 0.5;
    uv.x *= iResolution.x / iResolution.y;

    float r = length(uv);
    float a = atan(uv.y, uv.x);

    float t = time * 0.3;

    // Fractal warp field
    vec2 q = vec2(fbm(uv*3.0 + t), fbm(uv*3.0 + vec2(5.2,1.3) + t));

    vec2 ruv = vec2(
        fbm(uv*4.0 + q*5.0 + t*0.5),
        fbm(uv*4.0 + q*5.0 - t*0.5)
    );

    // Vein intensity
    float v = fbm(uv*8.0 + ruv*3.0 + t);

    // Black void center
    float blackCore = smoothstep(0.0, 0.4, r);

    // Color drive
    vec3 col = spectral(v*3.0 + r*2.0 + t*0.2);

    // Mix with black core
    col *= blackCore;

    fragColor = vec4(col, 1.0);
}

Image

Not used

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