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Transitions are off by default.

runnable fragment

Blurred Pseudorandom Noise

shadereditor-examples generative glsl runnable fragment MIT
code snippet
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif

#define PI 3.1415926535

uniform vec2 resolution;
uniform float time;

float frac(float c) {
	return c - floor(c);
}
shadereditorgenerativeandroidblurred pseudorandom noise
source
runnable fragment

Bond Intro

shadereditor-examples generative glsl runnable fragment MIT
code snippet
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif

uniform vec2 resolution;
uniform float time;

#define BLOOD 5.

float frac(float c) {
	return c - floor(c);
}
shadereditorgenerativeandroidbond intro
source
runnable fragment

Glitch

shadereditor-examples generative glsl runnable fragment MIT
code snippet
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif

uniform vec2 resolution;
uniform sampler2D Power;///min:n;mag:l;s:c;t:c;
uniform float time;
uniform float battery;

float frac(float c) {
	return c - floor(c);
}
shadereditorgenerativeandroidglitch
source
runnable fragment

HSV Experiment 2

shadereditor-examples generative glsl runnable fragment MIT
code snippet
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif

uniform vec2 resolution;
uniform float time;

float frac(float c) {
	return c - floor(c);
}

float rand(vec2 co) {
shadereditorgenerativeandroidhsv experiment 2
source
runnable fragment

Pseudorandom Noise

shadereditor-examples generative glsl runnable fragment MIT
code snippet
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif

uniform vec2 resolution;
uniform float time;

float frac(float c) {
	return c - floor(c);
}

float rand(vec2 co, float e) {
shadereditorgenerativeandroidpseudorandom noise
source
runnable fragment

Ribs

shadereditor-examples generative glsl runnable fragment MIT
code snippet
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif

uniform vec2 resolution;
uniform float time;

void main(void) {
	vec2 uv = gl_FragCoord.xy / resolution.xy;

 float rot = time;
shadereditorgenerativeandroidribs
source