Creative Abstract Shader Art

Background stars

float stars = 0.; for(float i = 0.; i < 50.; i++) { vec2 starPos = vec2(sin(i * 123.4), cos(i * 456.7)); stars += 0.002 / length(lensedUV - starPos); }

it creates distant, twinkling stars by adding many small light sources whose brightness fades with distance, forming a soft cosmic backdrop.

Crack edges

float crack = minDist2 - minDist1; vec3 col = vec3(1.0) * smoothstep(0.05, 0.1, crack); col *= 0.8 + 0.2 * minDist1; O = vec4(col, 1.0);

it creates cracked or broken surface patterns, highlighting the seams and edges where shapes meet — like glowing cracks in stone or ice.

Crystal Lattice

vec3 p,d=vec3(UV*2.-1.,1);for(float i;i<60.;i++)p=abs(fract(d*i*.1)-.5),O+=.03/length(cross(p,vec3(sin(T),cos(T),0)));

it creates a rotating, reflective crystal pattern with intersecting planes and sparkling highlights, like light glinting through a structured crystal network.

Caustic pattern

for(float i = 0.; i < 100.; i++) vec2 seed = hash22(vec2(i)); vec2 pos = seed * 2. - 1.; // Flocking behavior pos += vec2(sin(t + seed.x * 6.28)

it generates animated, wavelike light ripples — a dynamic caustic texture that looks like sunlight refracted through moving water.

Flowing curtains

float wave = 0.; for(float i = 1.; i < 5.; i++) { wave += sin(uv.x * i * 2. + t + i) / i; wave += cos(uv.x * i * 1.5 - t * 0.7 + i * 0.5) / (i * 1.5); }

it creates a flowing curtain effect — smooth, layered sine waves that move horizontally, imitating silky cloth waves or gentle drapery motion.

Kaleidoscope Effect !!!

float segments = 8.; a = mod(a, 6.28318 / segments); a = abs(a - 3.14159 / segments);

 

 

this code produces repeating, mirrored radial symmetry — the geometric foundation of a kaleidoscope pattern, where shapes echo and reflect around a central axis.

 

 

Mandelbox-style !!!

vec3 p,q=vec3(UV*2.-1.,0);for(float i;i++<20.;)p=abs(p)/dot(p,p)-.7,p+=q,O+=.05/length(p); --chaos 5 --ar 3:4

A Mandelbox-style fractal produces an infinite, self-repeating 3D structure made of mirrored cubes and curved folds — like a mix between crystal geometry and alien architecture.

Nebula Cloud Shader

float f = 0.; vec3 p = rd * 2. + vec3(t); for(int i = 0; i < 5; i++) { f += noise(p) / pow(2., float(i)); p = p * 2.03; }

This shader fragment produces a soft, volumetric nebula-like texture — a layered, cloudy mass of light and color that feels deep and gaseous.

Ribbon Twist

vec3 p,d=normalize(vec3(UV*2.-1.,.5));for(float i;i<99.;)p=d*++i*.02,p.xz*=mat2(cos(i*.1),-sin(i*.1),sin(i*.1),cos(i*.1)),O+=.01/abs(sin(p.x*20.)*cos(p.y*20.));

  • Techno/Op-Art posters 
  • fiber-optic / EDM visuals,
  • sci-fi HUD tunnels,
  • smoke-ribbon photography  
  • paper-cut abstractions 

Sierpinski Pyramid Shader

float sdSierpinski(vec3 p) float scale = 2.; float d = length(p)

 

it generates the distance field for a Sierpinski pyramid, forming an infinitely repeating 3D fractal of nested tetrahedra.

Spherical Harmonics

vec3 d=normalize(vec3(UV*2.-1.,1)),p;float r,s;for(float i;i<80.;i++)p=d*i*.1,r=length(p),s=sin(r*5.-T+cos(p.x*3.)*sin(p.y*3.)),O+=.01*vec4(s,cos(s+1.),sin(s+2.),1);

This shader produces a colorful, wave-like spherical field — a radiant 3D pattern of oscillating light that seems to pulse and flow across a spherical volume.

Spiral Galaxy

float a,r;vec2 u=FC.xy/R.y;for(float i;i++<50.;)a=atan(u.y,u.x)+T,r=length(u),u=vec2(cos(a+r),sin(a+r))*r*.9;O=vec4(u,1,1);

it creates a dynamic spiral galaxy effect with rotating, curling motion that pulls outward from the core.