Hard Effects
Polar rings with scanlines
A picture built in steps: polar coordinates, then draw rings, 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 321 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: Pattern
m = step(0.5, frac(length(p) * 3.0))- Step 3: Colors
lerp(float3(0.2, 0.09, 0.14), float3(0.89, 0.31, 0.37), m)- Step 4: Finish
col *= 0.8 + 0.2 * step(0.5, frac(uv.y * 100.0))
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