Hard Effects
5-way kaleidoscope of noise blobs, bulging with scanlines
A picture built in steps: kaleidoscope, then bulge, then draw noise blobs, then color it, then finish with scanlines. 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 898 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: Kaleidoscope
a = atan2(p.y, p.x); a = abs(fmod(a + 6.2831853, 1.257) - 0.628); p = length(p) * float2(cos(a), sin(a)) (5 mirrored wedges)- Step 2: Bulge
p *= 1.0 + 1.6 * dot(p, p)- Step 3: Pattern
m = smoothstep(0.48, 0.52, vnoise(p * 4.0 + float2(6.0, 4.0)))- Step 4: Colors
lerp(float3(0.08, 0.15, 0.1), lerp(float3(0.42, 0.88, 0.77), float3(0.88, 0.41, 0.4), uv.y), m)- Step 5: Finish
col *= 0.8 + 0.2 * step(0.5, frac(uv.y * 80.0))
Helper functions provided
The toolbox has: hash(), vnoise(). 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