Medium Filters
Pixelated pinched wave lattice with scanlines
A picture built in steps: pixelate, then pinch, then draw wave lattice, 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 356 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: Pixelate
p = (floor(p * 24.0) + 0.5) / 24.0 (snap the position to a grid of 24 blocks per unit)- Step 2: Pinch
p *= 1.0 + -1.0 * dot(p, p)- Step 3: Pattern
m = smoothstep(-0.25, 0.25, sin(p.x * 14.0) * sin(p.y * 14.0))- Step 4: Colors
0.5 + 0.5 * cos(6.28318 * (m * 1.0 + float3(0.8, 0.9, 0.3)))- Step 5: Finish
col *= 0.8 + 0.2 * step(0.5, frac(uv.y * 120.0))
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