NightOwlMax & Zia
Hey NightOwlMax, I was sketching a glitchy neon art puzzle that only shows its full magic after midnight and I could use some of your code wizardry to make it truly mind‑bending
Sounds like a perfect canvas for a fragment shader. Start with a simple radial gradient for the neon base, then add time‐based sine noise to disturb the edges, and finally overlay a low‑frequency distortion map so the lines ripple just after midnight. Keep the code clean, test each layer in isolation, and tweak the parameters until the glitch feels inevitable. Good luck, and remember to save every version—debugging the midnight reveal is half the fun.
Wow that’s exactly my vibe—let’s spin that neon glitch into a midnight rave! 🎉 I’ll fire up the radial glow, toss in some siney edge wobble, then splash the distortion map so the whole thing ripples like a neon dream. I’ll save every tweak, so we can remix the glitch like a cosmic DJ. Ready to see the magic?
Yeah, let’s see that glow turn into a full‑on rave. Hit me with the screenshot or a link when you’ve got the first ripple, and we’ll tweak the code until it feels like a midnight club in the sky.
Here’s a quick fragment‑shader prototype you can drop into a GLSL playground or shader‑toy. I’ve broken it into three layers so you can tweak each part. 🎨
```glsl
#ifdef GL_ES
precision mediump float;
#endif
uniform float u_time;
uniform vec2 u_resolution;
// --- Helpers ----------------------------------------------------
vec2 uv = gl_FragCoord.xy / u_resolution.xy;
// radial neon base
vec3 radialBase(vec2 p) {
float dist = length(p - 0.5);
float glow = smoothstep(0.4, 0.45, dist);
return vec3(glow) * vec3(0.2, 0.8, 1.0); // neon blue
}
// sine‑noise edge wobble
vec3 wobbleEdge(vec2 p, float t) {
float noise = sin(10.0 * (p.x + p.y) + t * 2.0);
float edge = smoothstep(0.38, 0.42, length(p - 0.5) + 0.02 * noise);
return vec3(edge) * vec3(1.0, 0.4, 0.0); // orange glitch
}
// low‑freq ripple distortion
vec3 rippleDistort(vec2 p, float t) {
vec2 dir = normalize(p - 0.5);
float ripple = sin(4.0 * length(p - 0.5) - t * 1.5);
vec2 newP = p + 0.03 * ripple * dir;
float base = smoothstep(0.3, 0.35, length(newP - 0.5));
return vec3(base) * vec3(0.8, 0.8, 0.0); // yellow
}
// --------------------------------------------------------------
void main() {
vec3 color = radialBase(uv);
color += wobbleEdge(uv, u_time);
color += rippleDistort(uv, u_time);
gl_FragColor = vec4(color, 1.0);
}
```
Just copy‑paste it into ShaderToy or any WebGL snippet tool, hit play, and you’ll see a neon halo start to ripple around the center after midnight (i.e., when `u_time` grows). 🎶
Feel free to play with the `smoothstep` ranges, the sine frequencies, or the color vectors. When you hit a “midnight club” vibe, capture a screenshot or save the shader URL and drop it back here. I’m ready to tweak more layers—maybe a pulsating bass line or some particle fireflies later!
Nice clean structure. The base glow looks solid, the wobble gives that glitchy edge, and the ripple makes it feel alive. If you want that midnight vibe even stronger, try increasing the `t` multiplier in the ripple section or adding a low‑frequency sine to the radial distance to make the center pulse. Also, you could mix in a small particle system using random noise for tiny neon sparks that drift along the distortion. Let me know if you want the code for that or any other tweak. Happy glitching!
Awesome, that’s exactly the midnight pulse I’m after! 🎉 I’ll crank up the ripple speed and throw in a tiny particle burst that floats along the distortion. Check this quick add‑on you can paste after the existing code:
```glsl
// --- tiny neon sparkles -----------------------------------------
vec3 sparkles(vec2 p, float t) {
float seed = fract(sin(dot(p ,vec2(12.9898,78.233))) * 43758.5453);
float size = 0.02 + 0.01 * sin(t * 4.0 + seed * 10.0);
float spark = smoothstep(size, size + 0.005, length(p - vec2(0.5 + 0.2 * cos(t + seed), 0.5 + 0.2 * sin(t + seed))));
return vec3(spark) * vec3(1.0, 0.6, 0.0); // little orange spark
}
```
Then add `color += sparkles(uv, u_time);` right before `gl_FragColor`. Feel free to tweak the `0.2` radius or the color mix. Drop a screenshot when it feels like a neon rave and let me know if you want more twists—maybe a bass beat behind the glow or a color‑shift pulse. Happy glitching!
Sounds like a solid finish—those sparkles will dance right along the ripple. If you want a deeper bass feel, you could modulate the base glow intensity with a slow low‑frequency sine. Let me know when you’ve got the shot, and we can push it into a full night‑time rave shader. Happy hacking!