runnable fragment

Crt

glitch-core generative glsl runnable fragment MIT
code snippet
precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D u_texture;
uniform vec2 u_resolution;
uniform float u_gap;         // pixel gap (1-8)
uniform float u_curve;       // curvature (0-0.3)
uniform float u_vignette;    // vignette intensity (0-1)
uniform float u_dispersion;  // chromatic dispersion (0-0.2)

void main() {
  vec2 uv = v_texCoord;
  vec2 d = uv - 0.5;
  float r = length(d);
  float safeCurve = min(u_curve, 0.25);
runnable fragment

Glitch Scanline Bloom

stronghold-curated generative glsl runnable fragment MIT
code snippet
precision mediump float;
uniform vec2 resolution;
uniform float time;
float hash(float n){return fract(sin(n)*43758.5453);} 
void main(){
 vec2 uv=gl_FragCoord.xy/resolution.xy;
 float row=floor(uv.y*90.0);
 float shift=(hash(row+floor(time*12.0))*2.0-1.0)*0.035*step(0.86,hash(row));
 vec2 p=uv+vec2(shift,0.0);
 float bars=sin(p.x*24.0+time*2.0)+sin(p.y*19.0-time*1.5);
 float scan=0.72+0.28*sin(uv.y*resolution.y*3.14159);
 vec3 col=0.5+0.5*cos(bars+vec3(0.0,2.0,4.0)+time);
 float mask=smoothstep(0.65,1.0,abs(sin(p.x*8.0))*abs(cos(p.y*7.0)));
 gl_FragColor=vec4(col*mask*scan,1.0);