runnable fragment
code snippet
precision mediump float;
uniform vec2 resolution;
uniform float time;
vec2 hash(vec2 p) { p = vec2(dot(p, vec2(127.1,311.7)), dot(p, vec2(269.5,183.3))); return fract(sin(p) * 43758.5453); }
void main() {
vec2 uv = gl_FragCoord.xy / resolution.xy;
uv.x *= resolution.x / resolution.y;
vec2 g = uv * 7.0;
vec2 id = floor(g);
vec2 f = fract(g);
float d1 = 9.0;
float d2 = 9.0;
for (int y=-1; y<=1; y++) for (int x=-1; x<=1; x++) {
vec2 o = vec2(float(x), float(y));