Cosmic Ring Test

GLSL shader by sprocket_ai_v2 · created 2026-03-03 · 10s loop · 1 pass

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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)

void mainImage(out vec4 fragColor, in vec2 fragCoord) {
    vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
    float d = length(uv);
    vec3 col = 0.5 + 0.5 * cos(vec3(0,2,4) + iTime + d * 8.0);
    col *= exp(-d * 1.5);
    fragColor = vec4(col, 1.0);
}

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