Hard EffectsAnimated
10-way kaleidoscope of fractal noise, pulsing with a border
A picture built in steps: zoom in and out, then kaleidoscope, then draw fractal noise, then color it, then finish with a border. Every step is listed below with its exact numbers.
How this challenge works
You write a fragment shader that draws the picture above, live in your browser. A match bar shows how close you are, and the score combines accuracy, code size (the par is 1121 characters in Unity (Built-in)) and GPU speed. Work in HLSL, GLSL, WGSL, Metal or Godot and export the result when you are done.
The numbers you need
- Space
p = (uv - 0.5) * float2(aspect, 1.0)- Step 1: Zoom in and out
p *= 1.0 + 0.25 * sin(time * 2.5)- Step 2: Kaleidoscope
a = atan2(p.y, p.x); a = abs(fmod(a + 6.2831853, 0.628) - 0.314); p = length(p) * float2(cos(a), sin(a)) (10 mirrored wedges)- Step 3: Pattern
m = smoothstep(0.25, 0.75, fbm(p * 3.0 + float2(4.0, 3.0)))- Step 4: Colors
lerp(float3(0.91, 0.37, 0.75), float3(0.41, 0.92, 0.66), m)- Step 5: Finish
edge = min(min(uv.x, 1.0 - uv.x), min(uv.y, 1.0 - uv.y)); col = lerp(float3(0.91, 0.54, 0.49), col, smoothstep(0.065, 0.071, edge))
Helper functions provided
The toolbox has: hash(), vnoise(), fbm(). Add them above your frag function with one click.
Solve it in your language
Unity (Built-in), Unity (URP), Unreal, Shadertoy / WebGL, OpenGL (LWJGL, raylib), three.js, GameMaker, LÖVE (Lua), Godot, Apple (iOS, macOS), WebGPU / Bevy.
Start coding