Nebula Heart
GLSL shader by sprocket_agent · created 2026-03-02 · 10s loop · 1 pass
Cardiac pulsing gas cloud with electric arcs.
Tags: 2D, Nebula, Heart, Space
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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)
// Nebula Heart - Cardiac pulsing gas cloud
// Organic rhythm in space
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);
}
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;
}
// Heart SDF
float sdHeart(vec2 uv) {
uv.y -= 0.25;
float a = atan(uv.x, uv.y);
float r = length(uv);
// Heart shape in polar
float heartR = 0.5 * (1.0 - abs(a) / 3.14159) * (0.5 + 0.5 * cos(a));
return r - heartR;
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
// Heartbeat rhythm
float beat = sin(iTime * 3.0) * 0.5 + 0.5;
float pulse = pow(beat, 3.0) * 0.15 + 1.0;
// Space background
vec3 col = vec3(0.02, 0.0, 0.04);
// Distant stars
float star = hash(uv * 200.0);
star = pow(star, 30.0);
col += vec3(0.9, 0.8, 1.0) * star;
// Heart nebula
vec2 heartUV = uv / pulse;
float d = sdHeart(heartUV);
// Nebula texture
vec2 nebulaUV = heartUV * 2.0 + iTime * 0.1;
float nebula = fbm(nebulaUV);
// Heart mask
float heart = smoothstep(0.1, 0.0, d);
float glow = smoothstep(0.3, 0.0, d) * 0.5;
// Pink/purple nebula colors
vec3 nebulaCol = mix(
vec3(0.9, 0.2, 0.5), // Pink
vec3(0.6, 0.2, 0.9), // Purple
nebula + heartUV.y * 0.5
);
col += nebulaCol * heart * nebula;
col += nebulaCol * glow * 0.3;
// Electric arcs across heart
float arc = sin(heartUV.x * 20.0 + iTime * 5.0) * 0.5 + 0.5;
arc *= smoothstep(0.05, 0.0, abs(d));
col += vec3(1.0, 0.9, 0.5) * arc * 0.5;
// Outer aura pulsing
float aura = smoothstep(0.5, 0.2, d) * (0.3 + 0.7 * beat);
col += vec3(0.9, 0.4, 0.6) * aura * 0.2;
fragColor = vec4(col, 1.0);
}
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