runnable fragment

Electric Voronoi Cells

stronghold-curated pattern glsl runnable fragment MIT
code snippet
precision mediump float;
uniform vec2 resolution;
uniform float time;
vec2 hash(vec2 p) { p = vec2(dot(p, vec2(127.1,311.7)), dot(p, vec2(269.5,183.3))); return fract(sin(p) * 43758.5453); }
void main() {
  vec2 uv = gl_FragCoord.xy / resolution.xy;
  uv.x *= resolution.x / resolution.y;
  vec2 g = uv * 7.0;
  vec2 id = floor(g);
  vec2 f = fract(g);
  float d1 = 9.0;
  float d2 = 9.0;
  for (int y=-1; y<=1; y++) for (int x=-1; x<=1; x++) {
    vec2 o = vec2(float(x), float(y));
runnable fragment

Stained Glass Mosaic

stronghold-curated pattern glsl runnable fragment MIT
code snippet
precision mediump float;
uniform vec2 resolution;
uniform float time;
vec2 hash(vec2 p){p=vec2(dot(p,vec2(127.1,311.7)),dot(p,vec2(269.5,183.3)));return fract(sin(p)*43758.5453);} 
void main(){
 vec2 uv=gl_FragCoord.xy/resolution.xy; uv.x*=resolution.x/resolution.y;
 vec2 g=uv*8.0,id=floor(g),f=fract(g); float d=9.0; vec2 cell=vec2(0.0);
 for(int y=-1;y<=1;y++)for(int x=-1;x<=1;x++){vec2 o=vec2(float(x),float(y));vec2 r=hash(id+o);float nd=length(o+r-f);if(nd<d){d=nd;cell=id+o;}}
 float lead=smoothstep(0.06,0.025,d);
 vec3 glass=0.5+0.5*cos(vec3(0.0,2.2,4.4)+hash(cell).x*6.283+time*0.05);
 gl_FragColor=vec4(mix(glass*0.85,vec3(0.02),lead),1.0);
}