runnable fragment

004PunchDrunk

gianluca-shader-gallery generative glsl runnable fragment MIT
code snippet
precision mediump float;

uniform vec2 iResolution;
uniform float iTime;
uniform vec2 iMouse;

void mainImage(out vec4 fragColor, in vec2 fragCoord) {
    vec2 uv = fragCoord / iResolution.xy;

    // Create two fractionings of coordinate space
    vec2 uv1 = fract(uv * 3.);
    vec2 uv2 = fract((uv - 0.5) * 10. * sin(0.5*iTime+.5)*0.5+0.5);

    // Create 1d vertical noise lines