Hard Effects
8-way kaleidoscope of noise blobs, tilted with scanlines
A picture built in steps: kaleidoscope, then tilt, 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 937 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, 0.785) - 0.393); p = length(p) * float2(cos(a), sin(a)) (8 mirrored wedges)- Step 2: Tilt
turn p by 1.1 radians: c = cos(1.1), s = sin(1.1), p = float2(c * p.x + s * p.y, -s * p.x + c * p.y)- Step 3: Pattern
m = smoothstep(0.46, 0.5, vnoise(p * 5.5 + float2(9.0, 2.0)))- Step 4: Colors
lerp(float3(0.96, 0.91, 0.92), float3(0.86, 0.21, 0.12), m)- Step 5: Finish
col *= 0.8 + 0.2 * step(0.5, frac(uv.y * 120.0))
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