A quick experiment in lines and noise.
I whipped up this chevron pattern for a client project.
Revisiting the tunnel effect from iq, this was one of my entries into a gif contest.
@shane from Shadertoy gave me a metaballs 1-liner.
An attempt at making a real-world pattern: crappy camouflage.
More radial oscillations.
Playing with a classic coordinate deformation technique from iq.
A happy accident, oscillating distances from radial control points.
Borrowing tunnel code from iq, twisting it a bit, w/a repeating grid as the source.
Dots on planes.
Warping a grid with noise.
Playing with stripes, oscillation, smoothstep and fake lighting.
Playing with simple radial shapes in a wavy grid.
Using noise() to change attributes of scrolling lines.
Scrolling direction based on polar mod & a reverse vignette.
Playing with repeating infinite lines in the arrangement of a polygon.
Playing with repetition/grid via fract()
Playing with a borrowed 3d plane effect, displacing along the way.
Now a plasma/isosurface effect.
Playing with texture as noise and color, as well as basic multisampling / smoothing and a fade in/out effect.
A simple radial vortex, with new learnings about smoothstep() and a simple vignette.
This time trying to build a checkerboard, then adding gradients to color the cells.
Trying out more radial mod logic for concentric layout. Also playing with color fade.
Now displacing the uv radius using atan().
Added a saw() function, ported from my Processing code. Used uv offsetting to shift a color component.
Adding rotation to the UV, as well as multiple UV/position vec2s for a regular circle, but wavy lines.
Trying a different shape using some functions from The Book of Shaders. Drawing multiple shapes is weird in GLSL, using distance functions.
Building on basic circular shapes, we can make a flower with additive color.
Shapes are distance-based in GLSL, so I drew the simplest - a ring.