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✎ Galaxy Spiral
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Vertex Shader
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attribute vec2 a_position; void main() { gl_Position = vec4(a_position, 0.0, 1.0); }
Fragment Shader
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precision mediump float; uniform float u_time; uniform vec2 u_resolution; uniform vec2 u_mouseNorm; uniform float u_zoom; float hash(float n) { return fract(sin(n) * 43758.5453123); } void main() { vec2 uv = (gl_FragCoord.xy - 0.5 * u_resolution.xy) / u_resolution.y; uv /= u_zoom; float t = u_time * 0.1; float angle = atan(uv.y, uv.x); float radius = length(uv); float spiral = sin(angle * 3.0 + radius * 8.0 - t * 5.0); float arms = smoothstep(0.3, 0.7, spiral) * exp(-radius * 1.5); vec3 core = vec3(1.0, 0.9, 0.7) * exp(-radius * 4.0); vec3 armCol = vec3(0.3, 0.5, 0.9) * arms; vec3 starCol = vec3(0.0); for (float i = 0.0; i < 50.0; i++) { float a = hash(i) * 6.2831 + t * (0.1 + hash(i + 100.0) * 0.3); float r = hash(i + 50.0) * 1.5; vec2 starPos = vec2(cos(a), sin(a)) * r; float star = smoothstep(0.02, 0.0, length(uv - starPos)); starCol += vec3(0.8 + hash(i)*0.2, 0.8, 1.0) * star; } vec3 col = core + armCol + starCol * 0.3; float mouseDist = length(uv - (u_mouseNorm - 0.5) * vec2(u_resolution.x/u_resolution.y, 1.0) / u_zoom); col += vec3(1.0, 0.8, 0.5) * smoothstep(0.15, 0.0, mouseDist) * 0.5; gl_FragColor = vec4(col, 1.0); }
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