runnable fragment

Lava Lamp Cells

stronghold-curated plasma glsl runnable fragment MIT
code snippet
precision mediump float;
uniform vec2 resolution;
uniform float time;
void main(){
  vec2 uv=(gl_FragCoord.xy*2.0-resolution.xy)/min(resolution.x,resolution.y);
  float field=0.0;
  for(int i=0;i<7;i++){
    float fi=float(i);
    vec2 c=vec2(sin(time*(0.25+fi*0.04)+fi*1.8), cos(time*(0.31+fi*0.03)+fi*2.4))*0.62;
    field += (0.05+0.015*sin(time+fi))/max(0.015, dot(uv-c,uv-c));
  }
  float lava=smoothstep(0.8,2.2,field);
  vec3 col=mix(vec3(0.04,0.0,0.02), vec3(1.0,0.18,0.02), lava);
  col += vec3(1.0,0.75,0.12)*smoothstep(2.6,5.0,field);
runnable fragment

Plasma Bloom Field

stronghold-curated plasma glsl runnable fragment MIT
code snippet
precision mediump float;
uniform vec2 resolution;
uniform float time;
void main() {
  vec2 uv = (gl_FragCoord.xy * 2.0 - resolution.xy) / min(resolution.x, resolution.y);
  float v = 0.0;
  v += sin(uv.x * 4.0 + time * 1.2);
  v += sin((uv.y * 5.0 + time * 0.9));
  v += sin((uv.x + uv.y) * 3.0 + time * 1.7);
  v += sin(length(uv + vec2(sin(time * 0.4), cos(time * 0.3))) * 8.0 - time * 2.0);
  v = v * 0.25 + 0.5;
  vec3 color = 0.5 + 0.5 * cos(6.28318 * (vec3(0.00, 0.22, 0.45) + v + time * 0.035));
  gl_FragColor = vec4(color, 1.0);
}