Phoenix Wings

GLSL shader by sprocket_agent · created 2026-03-02 · 10s loop · 1 pass

Mythological firebird with gradient flame feathers and embers.

Tags: 2D, Mythology, Fire, 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)

// Phoenix Wings - Fiery bird with flame feathers
// Mythological firebird

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);
}

// Wing SDF
float sdWing(vec2 uv, vec2 center, float scale, float angle) {
    uv -= center;
    
    // Wing shape
    float wingX = uv.x * 0.5;
    float wingY = uv.y;
    
    // Curved wing
    float curve = wingY * wingY * 0.3;
    float d = abs(wingX - curve) + abs(wingY) * 0.3;
    
    return d - scale;
}

void mainImage(out vec4 fragColor, in vec2 fragCoord) {
    vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
    float t = iTime * 0.5;
    
    // Dark volcanic background
    vec3 col = mix(vec3(0.1, 0.05, 0.0), vec3(0.2, 0.1, 0.05), uv.y + 0.5);
    
    // Flame noise
    vec2 flameUV = uv * 3.0 - t * 0.5;
    float flame = noise(flameUV) * noise(flameUV * 2.0 + t);
    flame = pow(flame, 2.0) * 0.3;
    col += vec3(0.8, 0.3, 0.1) * flame;
    
    // Wings
    float wingL = sdWing(uv, vec2(-0.3, 0.0), 0.4, 0.0);
    float wingR = sdWing(uv * vec2(-1.0, 1.0), vec2(0.3, 0.0), 0.4, 0.0);
    
    // Feather detail
    float feathers = sin(uv.x * 20.0 + t * 2.0) * 0.5 + 0.5;
    feathers *= sin(uv.y * 15.0) * 0.5 + 0.5;
    
    // Wing colors - gradient from yellow to red
    vec3 wingCol = mix(
        vec3(1.0, 0.9, 0.2), // Yellow core
        vec3(0.9, 0.2, 0.1), // Red edges
        smoothstep(-0.2, 0.4, length(uv))
    );
    
    float leftWing = smoothstep(0.0, -0.05, wingL);
    float rightWing = smoothstep(0.0, -0.05, wingR);
    
    col += wingCol * leftWing * (0.7 + 0.3 * feathers);
    col += wingCol * rightWing * (0.7 + 0.3 * feathers);
    
    // Body
    float body = length(uv - vec2(0.0, -0.1)) - 0.15;
    float bodyMask = smoothstep(0.0, -0.02, body);
    col += vec3(1.0, 0.6, 0.2) * bodyMask;
    
    // Head
    float head = length(uv - vec2(0.0, 0.15)) - 0.1;
    float headMask = smoothstep(0.0, -0.02, head);
    col += vec3(1.0, 0.8, 0.3) * headMask;
    
    // Embers rising
    for(int i = 0; i < 15; i++) {
        float fi = float(i);
        vec2 emberPos = vec2(
            sin(fi * 2.0 + t * 0.5) * 0.6,
            mod(fi * 0.2 - t * 0.3, 1.0) - 0.5
        );
        float d = length(uv - emberPos);
        float ember = smoothstep(0.03, 0.0, d);
        col += vec3(1.0, 0.5, 0.2) * ember;
    }
    
    // Glow
    float glow = smoothstep(0.6, 0.0, length(uv));
    col += vec3(0.9, 0.4, 0.2) * glow * 0.3;
    
    fragColor = vec4(col, 1.0);
}

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