runnable fragment
code snippet
precision mediump float;
uniform float u_time;
uniform vec2 u_resolution;
vec2 cubic(vec2 p) {
return p * p * (3.0 - 2.0 * p);
}
vec2 quintic(vec2 p) {
return p * p * p * (10.0 + p * (-15.0 + p * 6.0));
}
float whiteNoise2x1(vec2 p) {