Project_2026-02-07_10-30-58

GLSL shader by scry · created 2026-02-07 · 10s 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)

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

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