It worked
GLSL shader by merrypranxter · created 2026-02-09 · 10s loop · 2 passes
Gemini helped a lot lol
Tags: Fractal, Abstract, Symmetry, Animation
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Shader source (GLSL)
Common
#define pi acos(-1.)
#define deg pi/180. //1 degree
#define time iTime*2.*pi/10. //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));
}
Buffer A (iChannel0)
// "Neon Glitch-Biology"
// A maximalist shader for Mary Gray
// Learning Concept: Iteration (Loops) & Color Palettes
// --- SETTINGS (PLAY WITH THESE NUMBERS) ---
#define REPETITIONS 4.0 // Complexity: Higher = more layers (Try 3.0 to 8.0)
#define GLITCH_SPEED 4.0 // Chaos: How fast it wiggles (Try 1.0 to 10.0)
#define NEON_INTENSITY 0.01 // Glow: Lower = tighter lines, Higher = blown out
#define ZOOM_SPEED 0.4 // Motion: How fast it flies at you
// This function creates that cool "oil slick" neon palette
// Based on your interest in "Spectral Thinking"
vec3 palette( float t ) {
vec3 a = vec3(0.5, 0.5, 0.5);
vec3 b = vec3(0.5, 0.5, 0.5);
vec3 c = vec3(1.0, 1.0, 1.0);
vec3 d = vec3(0.263, 0.416, 0.557); // <--- COLORS: Try changing these to (0.9, 0.1, 0.1) for Red/Hell
return a + b*cos( 6.28318*(c*t+d) );
}
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
// 1. Normalize coordinates (make the center of the screen 0,0)
vec2 uv = (fragCoord * 2.0 - iResolution.xy) / iResolution.y;
vec2 uv0 = uv; // Save the original position for later
// 2. The "Glitch" Factor
// This adds a weird wiggle based on time.
// It creates that "liquid glass" / "fluid instability" look from your notes.
uv *= 1.0 + 0.1 * sin(uv.yx * GLITCH_SPEED + iTime);
vec3 finalColor = vec3(0.0);
// 3. The Fractal Loop
// We repeat this shape to make it look complex
for (float i = 0.0; i < REPETITIONS; i++) {
// Make space duplicate (kaleidoscope effect)
uv = fract(uv * 1.5) - 0.5;
float d = length(uv) * exp(-length(uv0));
// 4. Color Logic
vec3 col = palette(length(uv0) + i*.4 + iTime*ZOOM_SPEED);
// 5. Make it glow (neon rings)
d = sin(d*8. + iTime)/8.;
d = abs(d);
d = pow(NEON_INTENSITY / d, 1.2);
finalColor += col * d;
}
fragColor = vec4(finalColor, 1.0);
}
Image
Not used
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