float hash21(vec2 p) { p = fract(p * vec2(123.34, 456.21)); p += dot(p, p + 45.32); return fract(p.x * p.y); } float noise21(vec2 p) { vec2 i = floor(p); vec2 f = fract(p); f = f * f * (3.0 - 2.0 * f); return mix( mix(hash21(i), hash21(i + vec2(1.0, 0.0)), f.x), mix(hash21(i + vec2(0.0, 1.0)), hash21(i + vec2(1.0, 1.0)), f.x), f.y ); } float fbm(vec2 p) { float value = 0.0; float amplitude = 0.5; mat2 turn = mat2(0.80, 0.60, -0.60, 0.80); for (int i = 0; i < 5; i++) { value += amplitude * noise21(p); p = turn * p * 2.03 + vec2(3.1, 1.7); amplitude *= 0.5; } return value; } void mainImage(out vec4 fragColor, in vec2 fragCoord) { vec2 uv = fragCoord / iResolution.xy; float unit = min(iResolution.x, iResolution.y); vec2 p = (2.0 * fragCoord - iResolution.xy) / unit; vec2 mouse = (2.0 * iMouse.xy - iResolution.xy) / unit; float t = iTime * 0.12; vec2 pointerDelta = p - mouse; float pointerGlow = exp(-dot(pointerDelta, pointerDelta) * 4.0); float pressed = iMouse.z > 0.0 ? 1.0 : 0.0; vec2 q = vec2( fbm(p * 0.65 + vec2(t * 0.35, -t * 0.20)), fbm(p * 0.65 + vec2(4.7 - t * 0.24, 2.9 + t * 0.18)) ); vec2 r = vec2( fbm(p + q * 1.8 + vec2(1.7, 8.2) + t * 0.16), fbm(p + q * 1.8 + vec2(8.3, 2.8) - t * 0.13) ); float field = fbm(p * 0.85 + r * 2.2 + pointerDelta * pointerGlow * 0.12); float ribbon = 0.5 + 0.5 * sin(10.0 * field + 3.0 * r.x - 1.8 * p.y + t * 1.4); float silk = pow(ribbon, 4.0); float edge = pow(1.0 - abs(ribbon * 2.0 - 1.0), 10.0); vec3 color = mix(vec3(0.006, 0.010, 0.032), vec3(0.075, 0.025, 0.16), field); color = mix(color, vec3(0.02, 0.65, 0.72), silk * 0.72); color += vec3(0.65, 0.08, 0.32) * pow(1.0 - field, 5.0) * 0.28; color += vec3(0.08, 0.55, 0.70) * edge * 0.16; color += mix(vec3(0.02, 0.55, 0.68), vec3(0.85, 0.12, 0.38), pressed) * pointerGlow * (0.14 + pressed * 0.18); float vignette = 1.0 - smoothstep(0.25, 1.25, length((uv - 0.5) * vec2(1.1, 0.9))); color *= 0.62 + vignette * 0.38; color = 1.0 - exp(-color * 1.35); color += (hash21(fragCoord + fract(iTime) * 91.0) - 0.5) * 0.012; fragColor = vec4(color, 1.0); }