Hard Effects
Polar 4×4 tiled stripes with a border
A picture built in steps: polar coordinates, then tile, 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 455 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: Polar coordinates
p = float2(atan2(p.y, p.x) / 3.1415927, length(p) * 2.0) (x = angle from -1 to 1, y = distance)- Step 2: Tile
p = frac(p * 4.0 + 0.5) - 0.5 (repeat the picture 4 times across)- Step 3: Pattern
m = step(0.35, frac(dot(p, float2(0.0, 1.0)) * 3.0))- Step 4: Colors
lerp(float3(0.4, 0.93, 0.36), float3(0.9, 0.37, 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(0.5, 0.94, 0.83), col, smoothstep(0.045, 0.051, 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