Easy Patterns
6×6 tiled rays with a border
A picture built in steps: tile, then draw rays, 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 403 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: Tile
p = frac(p * 6.0 + 0.5) - 0.5 (repeat the picture 6 times across)- Step 2: Pattern
m = step(0.5, frac(atan2(p.y, p.x) / 6.2831853 * 24.0))- Step 3: Colors
lerp(float3(0.46, 0.76, 0.85), float3(0.81, 0.35, 0.63), m)- Step 4: Finish
edge = min(min(uv.x, 1.0 - uv.x), min(uv.y, 1.0 - uv.y)); col = lerp(float3(0.53, 0.63, 0.96), col, smoothstep(0.045, 0.051, edge))
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