runnable fragment

Holographic Grid Tunnel

stronghold-curated generative glsl runnable fragment MIT
code snippet
precision mediump float;
uniform vec2 resolution;
uniform float time;
void main(){
 vec2 uv=(gl_FragCoord.xy*2.0-resolution.xy)/min(resolution.x,resolution.y);
 float z=1.0/(abs(uv.y)+0.18);
 float x=uv.x*z;
 float y=z+time*1.2;
 float gx=1.0-smoothstep(0.0,0.035,abs(fract(x)-0.5));
 float gy=1.0-smoothstep(0.0,0.035,abs(fract(y)-0.5));
 float horizon=smoothstep(0.0,0.7,z/8.0);
 vec3 col=vec3(0.0,0.02,0.06)+(gx+gy)*horizon*vec3(0.1,0.85,1.0);
 col+=pow(max(0.0,1.0-length(uv)),3.0)*vec3(0.6,0.1,1.0);
 gl_FragColor=vec4(col,1.0);