runnable fragment

Cyber Circuit Traces

stronghold-curated pattern glsl runnable fragment MIT
code snippet
precision mediump float;
uniform vec2 resolution;
uniform float time;
float hash(vec2 p){return fract(sin(dot(p,vec2(17.0,59.4)))*43758.5453);} 
void main(){
 vec2 uv=gl_FragCoord.xy/resolution.xy; uv.x*=resolution.x/resolution.y;
 vec2 g=uv*12.0; vec2 id=floor(g); vec2 f=fract(g);
 float rnd=hash(id);
 float h=smoothstep(0.47,0.49,abs(f.y-0.5))*smoothstep(0.51,0.49,abs(f.y-0.5));
 float v=smoothstep(0.47,0.49,abs(f.x-0.5))*smoothstep(0.51,0.49,abs(f.x-0.5));
 float active=step(0.45, sin(rnd*6.283+time*1.5));
 float pads=smoothstep(0.18,0.0,length(f-0.5))*step(0.72,rnd);
 float glow=(h*step(0.35,rnd)+v*step(rnd,0.65)+pads)*active;
 gl_FragColor=vec4(vec3(0.01,0.025,0.04)+glow*vec3(0.0,0.95,0.75),1.0);
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);
runnable fragment

Neon.fs

vidvox-isf-files utility glsl runnable fragment MIT
code snippet
uniform sampler2D inputImage;
uniform float intensity;
uniform float gain;
uniform vec4 neonColor;
precision mediump float;
/*{
	"DESCRIPTION": "",
	"CREDIT": "by VIDVOX",
	"ISFVSN": "2",
	"DESCRIPTION": "adapted from https://github.com/neilmendoza/ofxPostProcessing/blob/master/src/GodRaysPass.cpp",
	"CATEGORIES": [
		"Stylize"
	],
	"INPUTS": [
runnable fragment

Neon Wave Weave

stronghold-curated pattern glsl runnable fragment MIT
code snippet
precision mediump float;
uniform vec2 resolution;
uniform float time;
void main(){
 vec2 uv=gl_FragCoord.xy/resolution.xy; uv.x*=resolution.x/resolution.y;
 float a=sin((uv.x*18.0 + sin(uv.y*9.0+time)*2.0) - time*1.4);
 float b=sin((uv.y*22.0 + cos(uv.x*8.0-time)*2.0) + time*1.1);
 float lines=smoothstep(0.82,1.0,abs(a))*0.7 + smoothstep(0.86,1.0,abs(b))*0.7;
 vec3 bg=vec3(0.015,0.02,0.07);
 vec3 c=mix(vec3(1.0,0.12,0.6), vec3(0.1,0.9,1.0), step(a,b));
 gl_FragColor=vec4(bg + c*lines,1.0);
}