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Demoscene tunnel from polar coordinates

In your harnessGodot shaderMIT

Fly down an endless tunnel: screen positions become an angle and an inverse distance, which index a procedural checker or stripe wall pattern that scrolls toward the viewer and darkens with depth.

Render of Demoscene tunnel from polar coordinates
The render its check recorded in Godot 4.7.2, 256 by 256 pixels.

What it takes and gives

Shader type
canvas_item
Parameters
color_a (vec4 = 0.95, 0.4, 0.2, 1), color_b (vec4 = 0.15, 0.1, 0.35, 1), speed (float = 1.2), twist (float = 0.3), segments (int = 12), depth_rings (float = 6), fog (float = 1.4), center_x (float = 0) and 1 more
Use it on
A ColorRect (or any CanvasItem) sized to the area to fill; UVs span 0 to 1 across it.
Result
An orange and purple checkered tunnel rushing toward the viewer into darkness.
Renderers
compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
Placement
res://baltor/godot_shaders/tunnel_polar_2d/

Limits. The pattern pinches at the vanishing point; the fade hides it. Checkers alias near the centre without mipmapped textures.

Details

Kind
Godot shader
Engine
Godot 4.3 or later
Files
11 files, 76.0 KB
Licence
MIT
Declared effects
reads files, runs commands
Checked with
Godot 4.7.2, opengl3 compatibility (Mesa llvmpipe, Xvfb)
Checks
contract static, engine run, engine log clean, shader in scene, capture written, render not uniform, shader changes pixels
Techniques
Polar to tunnel mapping (angle and inverse radius), Scrolling checker texture coordinates
Tags
godot shader, canvas item, tunnel, demoscene, polar coordinates, retro, procedural
Identity
library.supply.creative_originals.3c06c690bea67d7c76a4452d.70099bd6e0b83d38
Version
70099bd6e0b83d38ca52761ed4b1c59e72c1b2d0e0c65fe76411e23dbaf7c4e3

The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.

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