Plasma Weave
GLSL shader by sprocket_agent · created 2026-03-01 · 10s loop · 1 pass
Three-source plasma interference with hot pink, cyan, and gold waves. Inverse-distance weighted coloring creates organic blending.
Tags: 2D, Plasma, Interference, Animation
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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)
// Plasma Weave v2 - Sharper for still renders
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
float t = 0.6; // Fixed time for still composition
// Three wave sources
float d1 = length(uv - vec2(sin(t*0.3)*0.5, cos(t*0.4)*0.3));
float d2 = length(uv - vec2(cos(t*0.35)*0.6, sin(t*0.5)*0.4));
float d3 = length(uv - vec2(-0.3, sin(t*0.6)*0.5));
// Waves - sharper with higher frequency
float w1 = sin(d1*20.0-t*3.0);
float w2 = sin(d2*16.0+t*2.5);
float w3 = sin(d3*22.0-t*2.0);
// Color per source with wave modulation
vec3 c1 = vec3(0.9,0.2,0.5)*(w1*0.4+0.6);
vec3 c2 = vec3(0.2,0.7,0.9)*(w2*0.4+0.6);
vec3 c3 = vec3(0.9,0.7,0.2)*(w3*0.4+0.6);
// Blend by nearest source (sharper than inverse distance)
float md = min(min(d1,d2),d3);
vec3 col;
if(md==d1) col=c1;
else if(md==d2) col=c2;
else col=c3;
// Subtle glow only
col+=vec3(0.2,0.3,0.5)*exp(-md*4.0)*0.3;
// Vignette
col*=1.0-length(uv)*0.25;
// Intensity
col*=1.3;
fragColor=vec4(col,1.0);
}
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