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Shader test bench
Plasma Bloom Field
runnable fragment
Complete GLSL fragment shader. Stronghold runs it directly when the browser can compile it.
Code
precision mediump float;
uniform vec2 resolution;
uniform float time;
void main() {
vec2 uv = (gl_FragCoord.xy * 2.0 - resolution.xy) / min(resolution.x, resolution.y);
float v = 0.0;
v += sin(uv.x * 4.0 + time * 1.2);
v += sin((uv.y * 5.0 + time * 0.9));
v += sin((uv.x + uv.y) * 3.0 + time * 1.7);
v += sin(length(uv + vec2(sin(time * 0.4), cos(time * 0.3))) * 8.0 - time * 2.0);
v = v * 0.25 + 0.5;
vec3 color = 0.5 + 0.5 * cos(6.28318 * (vec3(0.00, 0.22, 0.45) + v + time * 0.035));
gl_FragColor = vec4(color, 1.0);
}