Leaf Veins

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Wood grain

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discomforting unease Desaturated tones

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under da sea Include coral

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Vibrant Tones

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Increased asymmetry

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Gradient Hues

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convert this shader to our format: // Copyright Inigo Quilez, 2016 - https://iquilezles.org/ // I am the sole copyright owner of this Work. // You cannot host, display, distribute or share this Work in any form, // including physical and digital. You cannot use this Work in any // commercial or non-commercial product, website or project. You cannot // sell this Work and you cannot mint an NFTs of it. // I share this Work for educational purposes, and you can link to it, // through an URL, proper attribution and unmodified screenshot, as part // of your educational material. If these conditions are too restrictive // please contact me and we'll definitely work it out. // based on https://www.shadertoy.com/view/XdXGDS #define AA 2 // Other "Iterations" shaders: // // "trigonometric" : https://www.shadertoy.com/view/Mdl3RH // "trigonometric 2" : https://www.shadertoy.com/view/Wss3zB // "circles" : https://www.shadertoy.com/view/MdVGWR // "coral" : https://www.shadertoy.com/view/4sXGDN // "guts" : https://www.shadertoy.com/view/MssGW4 // "inversion" : https://www.shadertoy.com/view/XdXGDS // "inversion 2" : https://www.shadertoy.com/view/4t3SzN // "shiny" : https://www.shadertoy.com/view/MslXz8 // "worms" : https://www.shadertoy.com/view/ldl3W4 // "stripes" : https://www.shadertoy.com/view/wlsfRn vec3 shape( in vec2 uv ) { float time = iTime*0.05 + 47.0; vec2 z = -1.0 + 2.0*uv; z *= 1.5; vec3 col = vec3(1.0); for( int j=0; j<48; j++ ) { float s = float(j)/16.0; float f = 0.2*(0.5 + 1.0*fract(sin(s*20.0))); vec2 c = 0.5*vec2( cos(f*time+17.0*s),sin(f*time+19.0*s) ); z -= c; float zr = length( z ); float ar = atan( z.y, z.x ) + zr*0.6; z = vec2( cos(ar), sin(ar) )/zr; z += c; // color col -= 0.5*exp( -10.0*dot(z,z) )* (0.25+0.4*sin( 5.5 + 1.5*s + vec3(1.6,0.8,0.5) )); } return col; } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { float e = 1.0/iResolution.x; vec3 tot = vec3(0.0); for( int m=0; m<AA; m++ ) for( int n=0; n<AA; n++ ) { vec2 uv = (fragCoord+vec2(m,n)/float(AA))/iResolution.xy; vec3 col = shape( uv ); float f = dot(col,vec3(0.333)); vec3 nor = normalize( vec3( dot(shape(uv+vec2(e,0.0)),vec3(0.333))-f, dot(shape(uv+vec2(0.0,e)),vec3(0.333))-f, e ) ); col += 0.2*vec3(1.0,0.9,0.5)*dot(nor,vec3(0.8,0.4,0.2));; col += 0.3*nor.z; tot += col; } tot /= float(AA*AA); tot = pow( clamp(tot,0.0,1.0), vec3(0.8,1.1,1.3) ); vec2 uv = fragCoord/iResolution.xy; tot *= 0.4 + 0.6*pow( 16.0*uv.x*uv.y*(1.0-uv.x)*(1.0-uv.y), 0.1 ); fragColor = vec4( tot, 1.0 ); } Color Shifting

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convert this shader to our format: // Copyright Inigo Quilez, 2016 - https://iquilezles.org/ // I am the sole copyright owner of this Work. // You cannot host, display, distribute or share this Work in any form, // including physical and digital. You cannot use this Work in any // commercial or non-commercial product, website or project. You cannot // sell this Work and you cannot mint an NFTs of it. // I share this Work for educational purposes, and you can link to it, // through an URL, proper attribution and unmodified screenshot, as part // of your educational material. If these conditions are too restrictive // please contact me and we'll definitely work it out. // based on https://www.shadertoy.com/view/XdXGDS #define AA 2 // Other "Iterations" shaders: // // "trigonometric" : https://www.shadertoy.com/view/Mdl3RH // "trigonometric 2" : https://www.shadertoy.com/view/Wss3zB // "circles" : https://www.shadertoy.com/view/MdVGWR // "coral" : https://www.shadertoy.com/view/4sXGDN // "guts" : https://www.shadertoy.com/view/MssGW4 // "inversion" : https://www.shadertoy.com/view/XdXGDS // "inversion 2" : https://www.shadertoy.com/view/4t3SzN // "shiny" : https://www.shadertoy.com/view/MslXz8 // "worms" : https://www.shadertoy.com/view/ldl3W4 // "stripes" : https://www.shadertoy.com/view/wlsfRn vec3 shape( in vec2 uv ) { float time = iTime*0.05 + 47.0; vec2 z = -1.0 + 2.0*uv; z *= 1.5; vec3 col = vec3(1.0); for( int j=0; j<48; j++ ) { float s = float(j)/16.0; float f = 0.2*(0.5 + 1.0*fract(sin(s*20.0))); vec2 c = 0.5*vec2( cos(f*time+17.0*s),sin(f*time+19.0*s) ); z -= c; float zr = length( z ); float ar = atan( z.y, z.x ) + zr*0.6; z = vec2( cos(ar), sin(ar) )/zr; z += c; // color col -= 0.5*exp( -10.0*dot(z,z) )* (0.25+0.4*sin( 5.5 + 1.5*s + vec3(1.6,0.8,0.5) )); } return col; } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { float e = 1.0/iResolution.x; vec3 tot = vec3(0.0); for( int m=0; m<AA; m++ ) for( int n=0; n<AA; n++ ) { vec2 uv = (fragCoord+vec2(m,n)/float(AA))/iResolution.xy; vec3 col = shape( uv ); float f = dot(col,vec3(0.333)); vec3 nor = normalize( vec3( dot(shape(uv+vec2(e,0.0)),vec3(0.333))-f, dot(shape(uv+vec2(0.0,e)),vec3(0.333))-f, e ) ); col += 0.2*vec3(1.0,0.9,0.5)*dot(nor,vec3(0.8,0.4,0.2));; col += 0.3*nor.z; tot += col; } tot /= float(AA*AA); tot = pow( clamp(tot,0.0,1.0), vec3(0.8,1.1,1.3) ); vec2 uv = fragCoord/iResolution.xy; tot *= 0.4 + 0.6*pow( 16.0*uv.x*uv.y*(1.0-uv.x)*(1.0-uv.y), 0.1 ); fragColor = vec4( tot, 1.0 ); } Noise Variations

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