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runnable fragment

Fragment

zero-x7444ff-shader-art pattern glsl runnable fragment MIT
code snippet
precision mediump float;
uniform float u_time;
varying vec2 v_texcoord;

#include "./3DPerlinNoise.glsl";

void main()
{
    // Adding patterns
    float pattern = sin(0.01);
    pattern -= abs(cnoise(vec3(v_texcoord * 5.0, u_time * 0.2)) * 0.15);

    // Colors
    vec3 color1 = vec3(1.0, 0.0, 0.35);
shader-artthreejsgenerativewebglorganic
source
runnable fragment

Fragment

zero-x7444ff-shader-art pattern glsl runnable fragment MIT
code snippet
precision mediump float;
varying vec2 v_texcoord;
uniform float u_time;
uniform float uFrequency;
uniform float uAmplitude;

float random(vec2 st) {
    return fract(sin(dot(st.xy, vec2(12.9898, 78.233))) * 43758.5453123);
}

//	Classic Perlin 2D Noise 
//	by Stefan Gustavson
//
vec2 fade(vec2 t) {
shader-artthreejsgenerativewebglabstract
source
runnable fragment

Fragment

zero-x7444ff-shader-art pattern glsl runnable fragment MIT
code snippet
precision mediump float;
uniform float u_time;
varying vec2 v_texcoord;
varying vec3 vNormal;

#define TAU 2.0 * 3.142857

// Hash function uniforms
uniform vec2 uHashFract;
uniform float uHashDot;

// Rand01 uniforms
uniform vec3 uRandFract;
uniform float uRandDot;
shader-artthreejsgenerativewebglvoronoi
source