Ribbon Dynamics
Readout
Peak brightness
–
Mean fold density
–
Sim time
0.0 s
Stars
–
How this works

Each ribbon is a horizontal band whose vertical offset is the sum of two travelling sine waves — a slow "fold" term (per-ribbon phase and frequency) and a faster shimmer term — sampled along the ribbon's length, the same displacement math the 3D version's vertex shader applies to a plane mesh. Brightness at each point is the product of a vertical edge falloff (brightest mid-band) and the fold term raised to a power, scaled by the Glow control, mirroring the 3D fragment shader's edge * folds * glow term.

  • Activity — amplitude of the fold displacement (how much the ribbon curls).
  • Speed — playback rate of the underlying time clock.
  • Glow — brightness multiplier applied to every ribbon pixel.
  • Ribbon count — number of stacked bands, each offset in height and phase.