runnable fragment

Shader

suboptimal-shader-tutorials generative glsl runnable fragment MIT
code snippet
precision mediump float;

uniform float u_time;
uniform vec2 u_resolution;

vec2 randomGradient(vec2 p) {
  float x = dot(p, vec2(123.4, 234.5));
  float y = dot(p, vec2(234.5, 345.6));
  vec2 gradient = vec2(x, y);
  gradient = sin(gradient);
  gradient = gradient * 43758.5453;
  // gradient = sin(gradient);
  gradient = sin(gradient + u_time);
  return gradient;