Hard WaterAnimated

Swirling fluid (flow noise)

Ink swirling through water: domain-warped noise in two colors.

The target picture for the shader challenge "Swirling fluid (flow noise)"
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 1034 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

p
uv * float2(aspect, 1.0) * 3.0
Warp 1
q = float2(fbm(p + float2(0.0, time * 0.2)), fbm(p + float2(5.2, 1.3 - time * 0.2)))
Warp 2
r = float2(fbm(p + 4.0 * q + float2(1.7, 9.2) + time * 0.1), fbm(p + 4.0 * q + float2(8.3, 2.8) - time * 0.1))
Value
f = fbm(p + 4.0 * r)
Color
lerp(float3(0.05, 0.1, 0.3), float3(0.9, 0.5, 0.2), smoothstep(0.2, 0.8, f)), then lerp towards float3(1.0, 0.95, 0.85) by smoothstep(0.55, 1.0, length(q))

Helper functions provided

The toolbox has: hash(), vnoise(), fbm(). 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