Hard Effects
Four-way mirrored twisted fractal noise with a border
A picture built in steps: mirror both ways, then twist, 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 1138 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: Mirror both ways
p = abs(p)- Step 2: Twist
angle = 3.5 * (1.0 - smoothstep(0.0, 0.45, length(p))); turn p by that angle- Step 3: Pattern
m = smoothstep(0.25, 0.75, fbm(p * 4.5 + float2(4.0, 2.0)))- Step 4: Colors
lerp(float3(0.08, 0.18, 0.14), float3(0.45, 0.84, 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(0.72, 0.91, 0.5), col, smoothstep(0.045, 0.051, 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