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Built In / Audio
Audio Feedback
Audio Nebula Drive
Audio Pulse Core
Audio Raymarch
Audio Reactive Intro
Audio Reactive
Audio Uv Distortion
Audio Wavefield
Bass Reactive Gradient
Smooth Audio Response
Built In / Basics
Aspect Correct Circle
Aspect Ratio Demo
Basic Feedback Loop
Centered Uv
Combined Sdfs
Cosine Wave
Gradient
Intro Gradient
Intro Raymarch
Moving Stripe
Simple Raymarch Sphere
Sine Wave
Smooth Union
Sphere Sdf
Uv Color Gradient
Uv Gradient
Uv Space Visualizer
Built In / Examples
Raymarch Lighting
Raymarch Shadows
Raymarch Step Comparison
Raymarch Steps
Surreal Raymarch
Built In / Experimental
Fake Complexity
Fragment Gradient
Liquid Signal Field
Multi Buffer Feedback
Optimized Uv Distortion
Built In / Feedback
Feedback Intro
Generative Feedback
Recursive Feedback
Uv Feedback Distortion
void mainImage(out vec4 fragColor, in vec2 fragCoord) { vec2 uv = fragCoord.xy / iResolution.xy; vec2 p = uv * 2.0 - 1.0; p.x *= iResolution.x / iResolution.y; float t = iTime; p += vec2( sin(p.y * 6.0 + t), cos(p.x * 6.0 + t) ) * 0.15; float rings = sin(length(p) * 18.0 - t * 4.0); vec3 color = vec3(0.02, 0.04, 0.08); color += vec3(0.1, 0.6, 1.0) * rings; color += vec3(1.0, 0.2, 0.8) * sin(p.x * 10.0 + t); fragColor = vec4(color, 1.0); }