runnable fragment
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);