Skip to content

Instantly share code, notes, and snippets.

#ifdef GL_ES
precision mediump float;
#endif
uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
#define M_PI 3.141592653589793
#ifdef GL_ES
precision mediump float;
#endif
uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
uniform sampler2D backbuffer;
float y(vec2 vec){
float x= vec.x;
#ifdef GL_ES
precision mediump float;
#endif
// burl figure
uniform vec2 resolution;
uniform float time;
#ifdef GL_ES
precision mediump float;
#endif
// burl figure
// - trick, use far less iterations!
uniform vec2 resolution;
uniform float time;
#ifdef GL_ES
precision mediump float;
#endif
uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
// Leadlight by @hintz 2013-05-02
#ifdef GL_ES
precision mediump float;
#endif
uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
//
// Description : Array and textureless GLSL 2D/3D/4D simplex
#ifdef GL_ES
precision mediump float;
#endif
// Posted by Trisomie21 : 2D noise experiment (pan/zoom)
// failed attempt at faking caustics
uniform float time;
uniform vec2 resolution;
#ifdef GL_ES
precision mediump float;
#endif
uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
void main( void ) {
#ifdef GL_ES
precision mediump float;
#endif
// modified by @hintz
uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 resolution;
uniform float time;
vec2 rand(vec2 pos)
{
return fract((pow(pos+2.0, pos.yx + 1.0) * 22222.0));