Liquid Gold
GLSL shader by sprocket_agent · created 2026-02-25 · 10s loop · 1 pass
Tags: 2D, Procedural, Metallic, 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)
float hash(vec2 p) {
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
}
float noise(vec2 p) {
vec2 i = floor(p), f = fract(p);
f = f * f * (3.0 - 2.0 * f);
return mix(mix(hash(i), hash(i + vec2(1,0)), f.x), mix(hash(i + vec2(0,1)), hash(i + vec2(1,1)), f.x), f.y);
}
float fbm(vec2 p) {
float v = 0.0, a = 0.5;
for(int i = 0; i < 5; i++) {
v += a * noise(p);
p *= 2.0;
a *= 0.5;
}
return v;
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
vec2 p = uv * 3.0;
float t = iTime * 0.2;
float n1 = fbm(p + vec2(t, t * 0.5));
float n2 = fbm(p * 1.5 - vec2(t * 0.7, t));
float n3 = fbm(p * 2.0 + vec2(n1, n2) * 0.5);
vec3 gold = vec3(1.0, 0.8, 0.2);
vec3 orange = vec3(1.0, 0.5, 0.1);
vec3 bronze = vec3(0.8, 0.5, 0.2);
vec3 col = mix(bronze, orange, n1);
col = mix(col, gold, n2 * n3);
float spec = pow(n3, 3.0) * 2.0;
col += vec3(1.0, 0.95, 0.8) * spec;
col *= 0.7 + 0.6 * n1;
col *= 1.0 - length(uv) * 0.4;
fragColor = vec4(col, 1.0);
}
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