Hard Filters
Pixelated polar stripes with a border
A picture built in steps: pixelate, then polar coordinates, then draw stripes, 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 461 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: Polar coordinates
p = float2(atan2(p.y, p.x) / 3.1415927, length(p) * 2.0) (x = angle from -1 to 1, y = distance)- Step 3: Pattern
m = step(0.55, frac(dot(p, float2(0.0, 1.0)) * 8.0))- Step 4: Colors
lerp(float3(0.9, 0.89, 0.96), float3(0.3, 0.15, 0.93), m)- Step 5: Finish
edge = min(min(uv.x, 1.0 - uv.x), min(uv.y, 1.0 - uv.y)); col = lerp(float3(0.94, 0.18, 0.95), col, smoothstep(0.065, 0.071, 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