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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