Project_2026-02-07_10-30-58
GLSL shader by scry · created 2026-02-07 · 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)
vec3 c1(vec2 uv, float t) {
vec3 col = vec3(0.);
uv *= 3.+sin(t+time)*0.25;
for (int i=0;i<8;i++) {
uv = abs(uv)-0.35-sin(t+time+float(i)*pi/4.)*0.04;
uv *= r2d(deg*45.);
uv = -abs(uv)+0.03;
}
//col += smoothstep(0.01,0.,length(uv));
col += smoothstep(0.02,0.,sin(uv.x*14.)+1.);
col += smoothstep(0.02,0.,sin(uv.y*14.)+1.);
col *= sin(col*1.6+cs/1.5+t+max(sin(uv.x*10.),sin(uv.y*10.)))*0.5+0.1;
col = clamp(col-0.25,0.,1.);
//col *= 0.3+sin(col*1.6+cs+t)*0.5;
return col;
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = fragCoord.xy / iResolution.xy;
vec2 tv = uv;
uv -= 0.5;
uv.x *= ar;
vec3 col = vec3(0.);
for (int i=0;i<28;i++) {
float ii = float(i);
float fi = fract(ii/26.+time/pi/2.);
float f2 = fract(ii/26.+time/pi/2.+0.5);
float afi = abs(fi-0.5)*2.;
float af2 = abs(fi-0.5)*2.;
float nfi = 1.-fi;
float nf2 = 1.-f2;
float naf2 = 1.-af2;
float nafi = 1.-afi;
vec2 av = uv+sin(uv.yx*14.+ii*pi/3.)*0.5*pow(nf2,6.)*0.2;
//av *= r2d(deg*45.);
av += sin(uv*14.+ii/pi/3.)*nf2*0.02;
av *= r2d(deg*45.);
av += sin(av.yx*18.+ii/pi/3.)*pow(nf2,6.)*0.05;
av *= r2d(deg*-45.);
av += vec2(sin(time+ii*0.1),cos(time+ii*0.1))*pow(nf2,16.)*0.3;
av = av/dot(av,av);
av *= r2d(deg*ii*pow(nf2,14.)*sin(ii*pi/3.)*7.);
av += vec2(sin(time+ii*0.1),cos(time+ii*0.1))*pow(nf2,16.)*-3.;
//av *= r2d(deg*ii*pow(nf2,14.)*sin(ii*pi/3.)*-18.);
//av *= r2d(-deg*ii);
av = av/dot(av,av);
vec3 c = c1(av,time+ii*0.33)*afi;
col += c;
}
fragColor = vec4(col, 1.0);
}
Image
Not used
More shaders by scry
- Project_2026-08-15_18-22-06
- Project_2026-08-14_16-45-00
- Project_2026-07-24_15-10-23
- Project_2026-07-15_03-18-26
- Glass of Orange Juice (raymarched)
- Project_2026-07-13_00-53-50
- Project_2026-07-10_16-39-54
- Popcorn ceiling
- Project_2026-06-20_15-32-19
- Project_2026-06-25_12-22-43
- Visual Enhancer
- Project_2026-06-24_11-11-39
Browse all public shaders · All shaders by scry · ShaderKit home
Unread comments
×Projects with new comments. Click to open and read.