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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