SLIME - RETROSCOPIC CRT SHADER SOURCE CODE
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Slime Shader</title>
<style>
html, body { margin: 0; padding: 0; overflow: hidden; background: #000; height: 100%; }
canvas { display: block; width: 100vw; height: 100vh; }
</style>
</head>
<body>
<canvas id="glcanvas"></canvas>
<script>
const canvas = document.getElementById('glcanvas');
const gl = canvas.getContext('webgl') || canvas.getContext('experimental-webgl');
if (!gl) {
document.body.innerHTML = '<p style="color:white;font-family:sans-serif;padding:20px">WebGL is not supported in this browser.</p>';
}
const vertexSrc = `
attribute vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}
`;
const fragmentSrc = `
precision highp float;
uniform float time;
uniform vec2 resolution;
vec3 mod289(vec3 x){return x - floor(x * (1.0/289.0)) * 289.0;}
vec4 mod289(vec4 x){return x - floor(x * (1.0/289.0)) * 289.0;}
vec4 permute(vec4 x){return mod289(((x*34.0)+1.0)*x);}
vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;}
float snoise(vec3 v){
const vec2 C = vec2(1.0/6.0, 1.0/3.0);
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
vec3 i = floor(v + dot(v, C.yyy));
vec3 x0 = v - i + dot(i, C.xxx);
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min(g.xyz, l.zxy);
vec3 i2 = max(g.xyz, l.zxy);
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy;
vec3 x3 = x0 - D.yyy;
i = mod289(i);
vec4 p = permute(permute(permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0));
float n_ = 0.142857142857;
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z);
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_);
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4(x.xy, y.xy);
vec4 b1 = vec4(x.zw, y.zw);
vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy;
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww;
vec3 p0 = vec3(a0.xy, h.x);
vec3 p1 = vec3(a0.zw, h.y);
vec3 p2 = vec3(a1.xy, h.z);
vec3 p3 = vec3(a1.zw, h.w);
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2,p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 42.0 * dot(m*m, vec4(dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3)));
}
float fbm(vec3 p) {
float sum = 0.0;
float amp = 0.5;
for (int i = 0; i < 5; i++) {
sum += amp * snoise(p);
p *= 2.02;
amp *= 0.5;
}
return sum;
}
void main() {
vec2 uv = (gl_FragCoord.xy - 0.5 * resolution.xy) / min(resolution.x, resolution.y);
float t = time * 0.15;
vec3 p = vec3(uv * 2.2, t);
vec3 warp = vec3(fbm(p + vec3(0.0, 0.0, 0.0)),
fbm(p + vec3(5.2, 1.3, 1.7)),
fbm(p + vec3(3.1, 7.4, 2.1)));
vec3 q = p + 1.4 * warp + vec3(0.0, 0.0, t * 0.5);
float n = fbm(q);
float glow = smoothstep(-0.1, 0.6, n);
vec3 deep = vec3(0.01, 0.08, 0.05);
vec3 mid = vec3(0.05, 0.35, 0.18);
vec3 bright = vec3(0.55, 0.95, 0.25);
vec3 sheen = vec3(0.85, 1.0, 0.7);
vec3 color = mix(deep, mid, smoothstep(-0.3, 0.2, n));
color = mix(color, bright, smoothstep(0.15, 0.55, n));
color = mix(color, sheen, smoothstep(0.55, 0.85, n) * 0.6);
float vig = smoothstep(1.1, 0.2, length(uv));
color *= vig;
gl_FragColor = vec4(color, 1.0);
}
`;
function compileShader(gl, type, source) {
const shader = gl.createShader(type);
gl.shaderSource(shader, source);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
console.error(gl.getShaderInfoLog(shader));
gl.deleteShader(shader);
return null;
}
return shader;
}
const vertexShader = compileShader(gl, gl.VERTEX_SHADER, vertexSrc);
const fragmentShader = compileShader(gl, gl.FRAGMENT_SHADER, fragmentSrc);
const program = gl.createProgram();
gl.attachShader(program, vertexShader);
gl.attachShader(program, fragmentShader);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
console.error(gl.getProgramInfoLog(program));
}
gl.useProgram(program);
const positions = new Float32Array([
-1, -1,
1, -1,
-1, 1,
-1, 1,
1, -1,
1, 1,
]);
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW);
const positionLoc = gl.getAttribLocation(program, 'position');
gl.enableVertexAttribArray(positionLoc);
gl.vertexAttribPointer(positionLoc, 2, gl.FLOAT, false, 0, 0);
const timeLoc = gl.getUniformLocation(program, 'time');
const resolutionLoc = gl.getUniformLocation(program, 'resolution');
function resize() {
const dpr = Math.min(window.devicePixelRatio || 1, 2);
const w = Math.floor(window.innerWidth * dpr);
const h = Math.floor(window.innerHeight * dpr);
if (canvas.width !== w || canvas.height !== h) {
canvas.width = w;
canvas.height = h;
gl.viewport(0, 0, w, h);
}
}
window.addEventListener('resize', resize);
resize();
const startTime = performance.now();
function render() {
resize();
const elapsed = (performance.now() - startTime) / 1000;
gl.uniform1f(timeLoc, elapsed);
gl.uniform2f(resolutionLoc, canvas.width, canvas.height);
gl.drawArrays(gl.TRIANGLES, 0, 6);
requestAnimationFrame(render);
}
if (gl) render();
</script>
</body>
</html>