Hard Filters
Polar pixelated rays with a dark vignette
A picture built in steps: polar coordinates, then pixelate, then draw rays, then color it, then finish with a dark vignette. 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 464 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: Pixelate
p = (floor(p * 16.0) + 0.5) / 16.0 (snap the position to a grid of 16 blocks per unit)- Step 3: Pattern
m = step(0.5, frac(atan2(p.y, p.x) / 6.2831853 * 12.0))- Step 4: Colors
lerp(float3(0.91, 0.93, 0.85), lerp(float3(0.84, 0.91, 0.09), float3(0.24, 0.15, 0.92), uv.y), m)- Step 5: Finish
col *= 1.0 - 0.55 * smoothstep(0.35, 0.9, length(s)), s = (uv - 0.5) * float2(aspect, 1.0)
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