Project_2026-03-03_22-13-55
GLSL shader by scry · created 2026-03-04 · updated 2026-03-06 · 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/20. //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));
}
vec3 palette(float t, vec3 a, vec3 b, vec3 c, vec3 d) {
return a + b * cos(6.28318 * (c * t + d));
}
vec3 paletteNeon(float t) {
return palette(t, vec3(0.5, 0.5, 0.5), vec3(0.5, 0.5, 0.5), vec3(1.0, 1.0, 1.0), vec3(0.0, 0.5, 0.5));
}
float sdBox(in vec2 p, in vec2 b) {
vec2 d = abs(p)-b;
return length(max(d,0.0)) + min(max(d.x,d.y),0.0);
}
float sdSegment(in vec2 p, in vec2 a, in vec2 b) {
vec2 pa = p-a, ba = b-a;
float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );
return length( pa - ba*h );
}
// Repeating chevrons >>>>> along a line segment direction
// p: point, a/b: segment endpoints, spacing: distance between chevrons,
// size: chevron arm length, thick: line thickness, angle: chevron half-angle
float sdChevrons(vec2 p, vec2 a, vec2 b, float spacing, float size, float thick, float angle) {
vec2 ba = b - a;
float len = length(ba);
vec2 dir = ba / len;
vec2 perp = vec2(-dir.y, dir.x);
// Project p onto the line
vec2 pa = p - a;
float along = dot(pa, dir);
float across = dot(pa, perp);
// Repeat along the line
float cell = mod(along, spacing) - spacing * 0.5;
// Two arms of the chevron: angled lines
float sa = sin(angle), ca = cos(angle);
// Arm 1: going up-right
vec2 q = vec2(cell, across);
float d1 = sdSegment(q, vec2(0.0), vec2(-size * ca, size * sa));
// Arm 2: going down-right
float d2 = sdSegment(q, vec2(0.0), vec2(-size * ca, -size * sa));
float d = min(d1, d2) - thick;
// Mask to segment range
float mask = step(0.0, along) * step(along, len);
return mix(1e5, d, mask);
}
// Repeating dots ..... along a line segment
// p: point, a/b: segment endpoints, spacing: distance between dots, radius: dot radius
float sdDots(vec2 p, vec2 a, vec2 b, float spacing, float radius) {
vec2 ba = b - a;
float len = length(ba);
vec2 dir = ba / len;
vec2 perp = vec2(-dir.y, dir.x);
vec2 pa = p - a;
float along = dot(pa, dir);
float across = dot(pa, perp);
// Snap to nearest dot center
float cell = along / spacing;
float nearest = (clamp(floor(cell + 0.5), 0.0, floor(len / spacing)) ) * spacing;
float dx = along - nearest;
return length(vec2(dx, across)) - radius;
}
// Repeating dashes ----- along a line segment
// p: point, a/b: segment endpoints, spacing: total period, dashLen: length of each dash, thick: half-thickness
float sdDashes(vec2 p, vec2 a, vec2 b, float spacing, float dashLen, float thick) {
vec2 ba = b - a;
float len = length(ba);
vec2 dir = ba / len;
vec2 perp = vec2(-dir.y, dir.x);
vec2 pa = p - a;
float along = dot(pa, dir);
float across = dot(pa, perp);
// Repeat
float cell = mod(along, spacing) - spacing * 0.5;
// Box for each dash
vec2 q = vec2(cell, across);
float d = sdBox(q, vec2(dashLen * 0.5, thick));
float mask = step(0.0, along) * step(along, len);
return mix(1e5, d, mask);
}
// Repeating boxes along a line segment
// p: point, a/b: segment endpoints, spacing: period, boxSize: half-extents of each box, thick: outline thickness (0 = filled)
float sdBoxes(vec2 p, vec2 a, vec2 b, float spacing, vec2 boxSize, float thick) {
vec2 ba = b - a;
float len = length(ba);
vec2 dir = ba / len;
vec2 perp = vec2(-dir.y, dir.x);
vec2 pa = p - a;
float along = dot(pa, dir);
float across = dot(pa, perp);
float cell = mod(along, spacing) - spacing * 0.5;
vec2 q = vec2(cell, across);
float d = sdBox(q, boxSize);
if (thick > 0.0) d = abs(d) - thick;
float mask = step(0.0, along) * step(along, len);
return mix(1e5, d, mask);
}
Buffer A (iChannel0)
vec3 c1(vec2 uv, float t, float ii) {
vec3 col = vec3(0.0);
vec3 db = vec3(0.);
//uv = fract(uv*2.)-0.5;
uv *= 0.5;
//uv *= r2d(deg*45.);
//uv = uv/dot(uv,uv);
//uv += sin(sin(uv*0.5))*4.;
//uv += sin(sin(uv));
//uv += sin(sin(uv/pi)+time*3.)
//uv *= r2d(deg*45.);
for (int i=0;i<5;i++) {
//uv *= 1.5;
//uv += sin(uv.yx*1.05)*1.1*sin(t+float(i));
//uv *= r2d(deg*90.);
}
//uv *= 0.1*1.;
//uv *= r2d(deg*45.);
//db.rg += sin(cos(uv)+t*8.);
//uv *= 1.+sin(uv+t);
//uv = uv/dot(uv,uv);
//uv = fract(uv*2.)-0.5;
//uv *= 0.8;
//uv *= r2d(deg*45.);
uv = abs(uv)*2.;
uv *= r2d(deg*45.);
uv = abs(uv)-0.2;
//uv.y = abs(uv.y)-0.415;
//uv.y = -abs(uv.y)+0.21;
//uv = abs(uv)-0.25;
//uv = abs(uv)-0.125;
uv *= r2d(t);
// Chevrons >>>>> row
float chevSpacing = 0.1+cos(t+uv.x)*0.05;
float dChev = sdChevrons(uv, vec2(-0.6, 0.15), vec2(0.6, 0.15), 0.1+cos(t+uv.x)*0.05, 0.04+sin(t*2.+uv.x)*0.02, 0.003, pi * 0.25+sin(uv.x*4.+t*3.)*0.15);
float chevId = floor((dot(uv - vec2(-0.6, 0.15), normalize(vec2(1.2, 0.0)))) / chevSpacing);
vec3 colChev = palette(t+ii + chevId * 0.15, vec3(0.5), vec3(0.5), vec3(1.0, 1.0, 0.5), vec3(0.0, 0.1, 0.2));
//colChev
col = mix(colChev, col, smoothstep(0.0, 0.003, dChev));
// Dots ..... row
float dotSpacing = 0.06+sin(t+uv.x)*0.1+0.1;
float dDot = sdDots(uv, vec2(-0.6, 0.05), vec2(0.6, 0.05), dotSpacing, 0.015);
float dotId = floor(dot(uv - vec2(-0.6, 0.05), normalize(vec2(1.2, 0.0))) / dotSpacing + 0.5);
vec3 colDot = palette(t+ii + dotId * 0.2 + 1.0, vec3(0.5), vec3(0.5), vec3(1.0, 1.0, 1.0), vec3(0.3, 0.2, 0.2));
col = mix(colDot, col, smoothstep(0.0, 0.003, dDot));
// Dashes ----- row
float dDash = sdDashes(uv, vec2(-0.6, -0.05), vec2(0.6, -0.05), 0.1, 0.06+sin(t+uv.x)*0.03, 0.006);
float dashId = floor(dot(uv - vec2(-0.6, -0.05), normalize(vec2(1.2, 0.0))) / 0.1);
vec3 colDash = paletteNeon(t+ii + dashId * 0.18 + 2.0);
col = mix(colDash, col, smoothstep(0.0, 0.003, dDash));
// Boxes row
float dBox = sdBoxes(uv, vec2(-0.6, -0.15), vec2(0.6, -0.15), 0.12, vec2(0.025, 0.025)+sin(t+uv.x)*0.015, 0.004);
float boxId = floor(dot(uv - vec2(-0.6, -0.15), normalize(vec2(1.2, 0.0))) / 0.12);
vec3 colBox = palette(t+ii + boxId * 0.22 + 3.0, vec3(0.5), vec3(0.5), vec3(1.0, 1.0, 1.0), vec3(0.8, 0.9, 0.3));
col = mix(colBox, col, smoothstep(0.0, 0.003, dBox));
//col += db;
return col;
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = fragCoord.xy / iResolution.xy;
uv -= 0.5;
uv.x *= ar;
vec3 col = c1(uv,time*0.,0.)*0.;
float s = 1.;
for (int i=0;i<34;i++) {
float ii = float(i);
float fi = fract(ii/34.+time/pi/2.);
float f2 = fract(ii/34.+time/pi/2.+0.5);
float afi = abs(fi-0.5)*2.;
float af2 = abs(f2-0.5)*2.;
float nfi = 1.-fi;
float nf2 = 1.-f2;
float naf2 = 1.-af2;
float nafi = 1.-afi;
vec2 av = uv;
float ac = length(av);
av = (fract(av*s-0.5)-0.5)/s;
//av = abs(av);
uv *= 1.05+cos(time/4.+afi*1.5+2.)*0.05;
for (int j=0;j<6;j++) {
av = abs(av)-0.5;
av = abs(av)-0.05;
//av *= r2d(deg*45.);
av *= 0.95;
av += sin(av.yx*(15.-ii/3.))*0.03*sin(float(j)*pi/2.+time)*pow(nf2,4.);
//av *= r2d(sin(time/8.+float(j)*pi/2.)*pi+float(j)*pi/2.);
//av = abs(av)-0.0;
//av += sin(av*20.)*0.05*sin(float(j)*pi/2.+time)*pow(nf2,1.);
}
av *= 2.+sin(time+ii*0.05)*1.5;
//uv *= r2d(sin(time+ii*pi/2.)*deg*200.);
//uv *= r2d(deg*45.);
//av += sin(uv*14.+ii/pi/3.)*nf2*0.1;
//av *= r2d(deg*45.);
//av += sin(av.yx*14.+ii/pi/3.)*pow(nf2,4.)*0.1;
//av *= r2d(deg*-45.);
vec3 c = c1(av,time*0.5+ii*0.04,ii/34.)*afi;
col += c/3.2;
}
fragColor = vec4(col, 1.0);
}
Image
Not used
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