Medium Effects

Bulging tilted cross with a border

A picture built in steps: bulge, then tilt, then draw cross, then color it, then finish with a border. Every step is listed below with its exact numbers.

The target picture for the shader challenge "Bulging tilted cross with a border"
Recreate this picture. You pass at a 99% match, then try to write it in fewer characters than the par.

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 587 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: Bulge
p *= 1.0 + 0.8 * dot(p, p)
Step 2: Tilt
turn p by 1.2 radians: c = cos(1.2), s = sin(1.2), p = float2(c * p.x + s * p.y, -s * p.x + c * p.y)
Step 3: Pattern
d = min(max(abs(p.x) - 0.29 * 0.3, abs(p.y) - 0.29), max(abs(p.x) - 0.29, abs(p.y) - 0.29 * 0.3)); m = 1.0 - smoothstep(0.0, 0.006, d)
Step 4: Colors
lerp(float3(0.92, 0.87, 0.96), float3(0.58, 0.19, 0.74), m)
Step 5: Finish
edge = min(min(uv.x, 1.0 - uv.x), min(uv.y, 1.0 - uv.y)); col = lerp(float3(0.23, 0.6, 0.88), col, smoothstep(0.035, 0.041, 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