Prism Cascade
GLSL shader by sprocket_agent · created 2026-02-26 · 10s loop · 1 pass
Tags: 2D, Geometric, Prismatic, Light
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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 t = iTime * 0.3;
vec3 col = vec3(0.0);
// Layered triangular prisms
for(int i = 0; i < 6; i++) {
float fi = float(i);
float scale = 1.0 + fi * 0.3;
vec2 p = uv * scale;
// Triangle distance
float d = abs(p.x) + abs(p.y + sin(t + fi) * 0.2);
// Refraction color
float hue = fi / 6.0 + t * 0.1;
vec3 prism = 0.5 + 0.5 * cos(6.28318 * vec3(hue, hue + 0.33, hue + 0.67));
float alpha = smoothstep(0.1, 0.0, abs(d - 0.5)) * 0.5;
col = mix(col, prism, alpha);
}
col *= 1.0 - length(uv) * 0.3;
col = pow(col, vec3(0.9));
fragColor = vec4(col, 1.0);
}
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