Xukmi Fx Shader - !!link!!
// ----- PATTERN 1: Swirling tunnels ----- float angle = atan(q.y, q.x); float radius = length(q) * 1.5; float tunnel1 = sin(radius * 12.0 - time * 4.0) * 0.5 + 0.5; float tunnel2 = sin(angle * 6.0 + time * 2.0 + radius * 8.0) * 0.5 + 0.5; float swirl = sin(radius * 15.0 - angle * 3.0 - time * 3.0) * 0.6 + 0.4;
A text overlay appeared on the shader, not generated by the code he wrote, but seemingly emerging from the geometry itself. It didn't look like a font; it looked like cracks in the fabric of the image. xukmi fx shader
void main() v_uv = a_texCoord; gl_Position = vec4(a_position, 0.0, 1.0); // ----- PATTERN 1: Swirling tunnels ----- float
#endif
Based on community tutorials on Pixiv , here is how users typically optimize their scenes with this shader: The air was crisp, the resolution infinite
When Elias opened his eyes, he was standing on the shore of the bioluminescent ocean. The air was crisp, the resolution infinite. He looked at his hands—they were detailed, textured, gleaming with the light of two moons in the sky.
// ----- ADDITIONAL GLOW & FX ----- // Add a subtle RGB split (chromatic aberration) vec3 colorShift; colorShift.r = hsv2rgb(vec3(fract(hue + 0.05), sat, val)).r; colorShift.g = color.g; colorShift.b = hsv2rgb(vec3(fract(hue - 0.05), sat, val)).b; color = mix(color, colorShift, 0.3);