GLSL shader example
Radial Anime Speed Lines
Narrow angular bands appear only near the perimeter. Discrete time controls flicker while a center mask leaves room for a subject.
Live example
Edit the code and the preview updates as you type.
What to observe
Radial Anime Speed Lines.
Mechanism
Narrow angular bands appear only near the perimeter. Discrete time controls flicker while a center mask leaves room for a subject.
The controlling code
float a=atan(p.y,p.x),r=length(p);float id=floor(a*90.);float line=pow(.5+.5*sin(a*90.),14.);float flicker=.4+.6*hash(vec2(id,floor(u_time*8.)));c=mix(vec3(.9,.94,1.),vec3(.1,.15,.3),line*flicker*smoothstep(.25,.9,r)*(0.4+u_parameter));
Experiment
Change the radial center mask smoothstep(.25,.9,r) to smoothstep(.5,.9,r). The empty central area grows while angular lines remain concentrated near the frame perimeter.
Debugging and cost
Line direction and width come from pow(.5+.5*sin(a*90.),14.), while hash supplies discrete flicker. Lower exponent 14. to 6. to broaden each line without changing the number of angular sectors or adding particle geometry.