Hard EffectsAnimated

Rippling twisted noise blobs with a pulsing brightness

A picture built in steps: ripple the space, then twist, then draw noise blobs, then color it, then finish with a pulsing brightness. Every step is listed below with its exact numbers.

The target picture for the shader challenge "Rippling twisted noise blobs with a pulsing brightness"
Recreate this picture. You pass at a 99% match, then try to write it in fewer characters than the par.

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 915 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: Ripple the space
p.x += 0.09 * sin(p.y * 7.0 + time * 2.5)
Step 2: Twist
angle = 2.5 * (1.0 - smoothstep(0.0, 0.7, length(p))) + time * 0.9; turn p by that angle
Step 3: Pattern
m = smoothstep(0.5, 0.54, vnoise(p * 3.0 + float2(3.0, 6.0)))
Step 4: Colors
lerp(float3(0.45, 0.8, 0.22), float3(0.42, 0.26, 0.81), m)
Step 5: Finish
col *= 0.9 + 0.1 * sin(time * 4.0)

Helper functions provided

The toolbox has: hash(), vnoise(). Add them above your frag function with one click.

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