Animated Mirrored Ornament
I’ve been playing with color palettes and basic operations on UV coordinates. This is the result. You can customize almost everything with the uniform parameters.
Check out the visual shader version here.
Shader code
shader_type canvas_item;
uniform vec3 color_a: source_color = vec3(0.5);
uniform vec3 color_b: source_color = vec3(0.5);
uniform vec3 color_c: source_color = vec3(1.0);
uniform vec3 color_d: source_color = vec3(0.0, 0.33, 0.67);
uniform int iterations: hint_range(1, 50, 1) = 10;
uniform float speed: hint_range(0.1, 10.0) = 1.0;
uniform float zoom: hint_range(0.1, 5.0) = 1.0;
uniform float subtract: hint_range(0.1, 1.0) = 0.5;
uniform float multiply: hint_range(1.0, 2.0) = 1.1;
vec3 palette(float t, vec3 a, vec3 b, vec3 c, vec3 d) {
return a + b * cos(2.0 * PI * (c * t + d));
}
vec2 rotate(vec2 uv, float angle) {
return uv * mat2(
vec2(cos(angle), -sin(angle)),
vec2(sin(angle), cos(angle))
);
}
vec3 invert_color(vec3 color, float intensity) {
return mix(color.rgb, 1.0 - color.rgb, intensity);
}
void fragment() {
float time = TIME;
float angle = time * speed * 0.1;
vec2 uv = (SCREEN_UV - 0.5) / vec2(SCREEN_PIXEL_SIZE.x / SCREEN_PIXEL_SIZE.y, 1.0);
vec3 color = vec3(0.0);
uv /= zoom + sin(time * 0.1) * 0.5 + 0.5;
for (int i = 0; i < iterations; i++) {
uv = rotate((abs(uv) - subtract) * multiply, angle);
}
vec3 p = palette(length(uv) + dot(uv, uv), color_a, color_b, color_c, color_d);
color = clamp(vec3(length(uv) * p), vec3(0.0), vec3(1.0));
float intensity = sin(time) * 0.25 - 0.2;
color = invert_color(color, intensity);
COLOR = vec4(color, 1.0);
}