



プログラムを遺伝子に見立て、種の多様性そのものを映像として
見ることで、その子孫を考える映像作品。
本作品では、作品自体がシェーダープログラムを記述する仕組みを
持つことによって、グリッド状に大量の映像が描かれる。
Generation N は ある1対の数式を元に、数式の一部(関数や数)を
ランダムに変化させ、グリッド上に並べたパターンである。
Generation N+1 では、Generation N の1対のパターンから
数式を1つずつ選び、数式の一部を交換することで交雑させた。
本作品のグリッド上にならんだ映像の数式は全て公開されており、
各プラットフォーム上で再利用することで派生を生み出すことが可能になっている。
人が手を加えることは遺伝子組み替えに相当するが、
人の手によって記述されるプログラムを離れ、
数式を遺伝子にもちランダムに交雑を繰り返す映像によって、
映像に生命性をインストールする可能性を試みた。
動画 (1分30秒)
![]() | float a_0 = cos( atan(sin( degrees( radians( asin( asin( sin( tan( asin( sin( degrees( floor( abs( atan( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ).y , sin( degrees( radians( asin( asin( sin( tan( asin( sin( degrees( floor( abs( atan( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ).x) / time);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
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![]() | float a_0 = atan(degrees( radians( asin( abs( asin( degrees( abs( sin( degrees( tan( sin( normalize( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ) ).y , degrees( radians( asin( abs( asin( degrees( abs( sin( degrees( tan( sin( normalize( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = tan( atan(degrees( radians( log2( degrees( asin( sin( uv.y * tan( sin( degrees( floor( abs( abs( log2( uv ) ) ) ) ) ) ) - floor(uv.y * tan( sin( degrees( floor( abs( abs( log2( uv ) ) ) ) ) ) )) + time) ) ) ) ) ).y , degrees( radians( log2( degrees( asin( sin( uv.y * tan( sin( degrees( floor( abs( abs( log2( uv ) ) ) ) ) ) ) - floor(uv.y * tan( sin( degrees( floor( abs( abs( log2( uv ) ) ) ) ) ) )) + time) ) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( atan( tan( asin( asin( sin( tan( sin( degrees( sqrt( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ).y , degrees( radians( atan( tan( asin( asin( sin( tan( sin( degrees( sqrt( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( asin( asin( sin( tan( abs( sin( asin( degrees( exp( radians( abs( abs( log2( uv ) ) ) ) ) ) ) ) ) ) + time) ) ) ) ).y , degrees( radians( asin( asin( sin( tan( abs( sin( asin( degrees( exp( radians( abs( abs( log2( uv ) ) ) ) ) ) ) ) ) ) + time) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( asin( fract( abs( asin( asin( sqrt( sin( tan( sin( degrees( log2( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ) ).y , degrees( asin( fract( abs( asin( asin( sqrt( sin( tan( sin( degrees( log2( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( asin( asin( uv.y * sin( tan( sin( degrees( log( cos( floor( abs( abs( log2( uv ) ) ) ) ) ) ) ) ) + time) - floor(uv.y * sin( tan( sin( degrees( log( cos( floor( abs( abs( log2( uv ) ) ) ) ) ) ) ) ) + time)) ) ) ) ).y , degrees( radians( asin( asin( uv.y * sin( tan( sin( degrees( log( cos( floor( abs( abs( log2( uv ) ) ) ) ) ) ) ) ) + time) - floor(uv.y * sin( tan( sin( degrees( log( cos( floor( abs( abs( log2( uv ) ) ) ) ) ) ) ) ) + time)) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( asin( asin( abs( sin( tan( abs( sin( log2( degrees( floor( abs( abs( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ) ).y , degrees( radians( asin( asin( abs( sin( tan( abs( sin( log2( degrees( floor( abs( abs( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = fract( atan(degrees( radians( asin( asin( sin( sqrt( sin( tan( sin( degrees( cos( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) + time) ) ) ) ).y , degrees( radians( asin( asin( sin( sqrt( sin( tan( sin( degrees( cos( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) + time) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( asin( asin( sin( exp2( tan( abs( sin( exp( degrees( abs( floor( abs( log2( uv ) ) ) ) ) ) ) ) ) ) + time) ) ) ) ).y , degrees( radians( asin( asin( sin( exp2( tan( abs( sin( exp( degrees( abs( floor( abs( log2( uv ) ) ) ) ) ) ) ) ) ) + time) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = exp( atan(degrees( radians( asin( asin( sin( tan( sin( abs( degrees( degrees( abs( uv.x * abs( log2( uv ) ) - floor(uv.x * abs( log2( uv ) )) ) ) ) ) ) ) + time) ) ) ) ).y , degrees( radians( asin( asin( sin( tan( sin( abs( degrees( degrees( abs( uv.x * abs( log2( uv ) ) - floor(uv.x * abs( log2( uv ) )) ) ) ) ) ) ) + time) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( atan(sqrt( asin( degrees( radians( asin( asin( sin( abs( tan( cos( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ).y , sqrt( asin( degrees( radians( asin( asin( sin( abs( tan( cos( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( radians( asin( asin( sin( tan( sin( sign( radians( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ).y , degrees( radians( radians( asin( asin( sin( tan( sin( sign( radians( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = tan( atan(degrees( radians( asin( exp2( asin( sin( tan( sin( degrees( asin( floor( abs( exp( asin( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ).y , degrees( radians( asin( exp2( asin( sin( tan( sin( degrees( asin( floor( abs( exp( asin( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ).x) * time);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = cos( atan(degrees( log2( radians( asin( asin( sin( tan( log2( floor( degrees( floor( ceil( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ).y , degrees( log2( radians( asin( asin( sin( tan( log2( floor( degrees( floor( ceil( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( atan(degrees( radians( ceil( asin( sin( sin( tan( sin( atan( abs( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ).y , degrees( radians( ceil( asin( sin( sin( tan( sin( atan( abs( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( asin( asin( sin( asin( exp( tan( sin( abs( log( exp2( floor( abs( log2( uv ) ) ) ) ) ) ) ) ) ) + time) ) ) ) ).y , degrees( radians( asin( asin( sin( asin( exp( tan( sin( abs( log( exp2( floor( abs( log2( uv ) ) ) ) ) ) ) ) ) ) + time) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(cos( degrees( radians( radians( sqrt( asin( ceil( degrees( sin( tan( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) + time) ) ) ) ) ) ) ) ).y , cos( degrees( radians( radians( sqrt( asin( ceil( degrees( sin( tan( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) + time) ) ) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(abs( degrees( radians( asin( asin( fract( sin( abs( tan( sin( sign( floor( abs( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ) ).y , abs( degrees( radians( asin( asin( fract( sin( abs( tan( sin( sign( floor( abs( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(fract( radians( asin( asin( exp2( sin( tan( exp2( sin( degrees( ceil( floor( abs( abs( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ) ).y , fract( radians( asin( asin( exp2( sin( tan( exp2( sin( degrees( ceil( floor( abs( abs( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(radians( degrees( radians( asin( asin( sin( tan( radians( sin( degrees( radians( asin( floor( abs( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ) ).y , radians( degrees( radians( asin( asin( sin( tan( radians( sin( degrees( radians( asin( floor( abs( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sin( atan(degrees( fract( abs( asin( asin( uv.y * sin( tan( sin( degrees( sin( floor( abs( log2( uv ) ) ) ) ) ) ) + time) - floor(uv.y * sin( tan( sin( degrees( sin( floor( abs( log2( uv ) ) ) ) ) ) ) + time)) ) ) ) ) ).y , degrees( fract( abs( asin( asin( uv.y * sin( tan( sin( degrees( sin( floor( abs( log2( uv ) ) ) ) ) ) ) + time) - floor(uv.y * sin( tan( sin( degrees( sin( floor( abs( log2( uv ) ) ) ) ) ) ) + time)) ) ) ) ) ).x) + time);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(tan( log( degrees( radians( asin( degrees( sin( abs( fract( tan( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ) ).y , tan( log( degrees( radians( asin( degrees( sin( abs( fract( tan( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( asin( asin( exp2( sin( tan( cos( sin( degrees( cos( floor( tan( abs( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ) ).y , degrees( radians( asin( asin( exp2( sin( tan( cos( sin( degrees( cos( floor( tan( abs( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( atan( asin( radians( exp( asin( asin( sin( tan( log2( degrees( abs( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ) ).y , degrees( atan( asin( radians( exp( asin( asin( sin( tan( log2( degrees( abs( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( normalize( asin( asin( sin( tan( abs( abs( abs( sin( degrees( sin( floor( abs( log2( uv ) ) ) ) ) ) ) ) ) ) + time) ) ) ) ).y , degrees( normalize( asin( asin( sin( tan( abs( abs( abs( sin( degrees( sin( floor( abs( log2( uv ) ) ) ) ) ) ) ) ) ) + time) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( asin( radians( fract( asin( sin( tan( abs( sin( degrees( floor( tan( log2( uv ) * time) ) ) ) ) ) + time) ) ) ) ) ) ).y , degrees( radians( asin( radians( fract( asin( sin( tan( abs( sin( degrees( floor( tan( log2( uv ) * time) ) ) ) ) ) + time) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( abs( asin( tan( asin( sin( tan( abs( exp( asin( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) * time) ) ) ) ).y , degrees( radians( abs( asin( tan( asin( sin( tan( abs( exp( asin( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) * time) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( asin( abs( radians( asin( asin( acos( tan( sin( sign( abs( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) ) ) ) ) ) ) ) ).y , degrees( asin( abs( radians( asin( asin( acos( tan( sin( sign( abs( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) ) ) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( asin( asin( sin( tan( abs( sin( degrees( fract( floor( asin( abs( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ).y , degrees( radians( asin( asin( sin( tan( abs( sin( degrees( fract( floor( asin( abs( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( floor( uv.x * radians( cos( asin( asin( sin( tan( sin( abs( floor( abs( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) - floor(uv.x * radians( cos( asin( asin( sin( tan( sin( abs( floor( abs( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) )) ) ).y , degrees( floor( uv.x * radians( cos( asin( asin( sin( tan( sin( abs( floor( abs( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) - floor(uv.x * radians( cos( asin( asin( sin( tan( sin( abs( floor( abs( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) )) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( asin( radians( asin( sin( tan( abs( tan( ceil( cos( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ) ).y , degrees( radians( asin( radians( asin( sin( tan( abs( tan( ceil( cos( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( asin( asin( sin( tan( sin( degrees( asin( exp2( abs( tan( cos( abs( log2( uv ) ) ) * time) ) ) ) ) ) ) + time) ) ) ) ).y , degrees( radians( asin( asin( sin( tan( sin( degrees( asin( exp2( abs( tan( cos( abs( log2( uv ) ) ) * time) ) ) ) ) ) ) + time) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = asin( atan(degrees( radians( asin( asin( abs( sin( tan( sin( log( sign( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ).y , degrees( radians( asin( asin( abs( sin( tan( sin( log( sign( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sin( atan(degrees( radians( asin( abs( asin( sin( tan( abs( sin( cos( floor( floor( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ).y , degrees( radians( asin( abs( asin( sin( tan( abs( sin( cos( floor( floor( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ).x) + time);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = exp2( atan(degrees( cos( atan( asin( asin( sin( log2( tan( sin( fract( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) / time) ).y , degrees( cos( atan( asin( asin( sin( log2( tan( sin( fract( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) / time) ).x) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(sin( tan( degrees( radians( asin( asin( abs( sin( tan( sin( abs( degrees( abs( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ) ).y , sin( tan( degrees( radians( asin( asin( abs( sin( tan( sin( abs( degrees( abs( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(sin( degrees( radians( asin( abs( asin( sin( sin( tan( abs( degrees( floor( abs( log2( uv ) ) ) ) ) ) + time) ) ) ) ) ) ) ).y , sin( degrees( radians( asin( abs( asin( sin( sin( tan( abs( degrees( floor( abs( log2( uv ) ) ) ) ) ) + time) ) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(atan( degrees( tan( radians( asin( asin( sin( acos( sin( degrees( floor( abs( floor( log( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) * time) ) ).y , atan( degrees( tan( radians( asin( asin( sin( acos( sin( degrees( floor( abs( floor( log( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) * time) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( sin( cos( radians( exp( asin( asin( sin( tan( sin( degrees( floor( abs( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) / time) ) ).y , degrees( sin( cos( radians( exp( asin( asin( sin( tan( sin( degrees( floor( abs( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) / time) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( atan(degrees( radians( asin( asin( sin( tan( sin( degrees( log2( floor( abs( abs( abs( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ).y , degrees( radians( asin( asin( sin( tan( sin( degrees( log2( floor( abs( abs( abs( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( fract( asin( abs( asin( tan( sin( tan( sin( degrees( floor( abs( sin( log2( uv ) * time) ) ) ) ) ) + time) * time) ) ) ) ) ).y , degrees( fract( asin( abs( asin( tan( sin( tan( sin( degrees( floor( abs( sin( log2( uv ) * time) ) ) ) ) ) + time) * time) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( ceil( asin( asin( sin( tan( sin( log( floor( sign( sqrt( sin( abs( log2( uv ) ) * time) ) ) ) ) ) ) + time) ) ) ) ) ).y , degrees( radians( ceil( asin( asin( sin( tan( sin( log( floor( sign( sqrt( sin( abs( log2( uv ) ) * time) ) ) ) ) ) ) + time) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( asin( asin( abs( abs( sin( sin( tan( tan( degrees( floor( abs( log2( uv ) ) ) ) ) ) + time) + time) ) ) ) ) ) ).y , degrees( radians( asin( asin( abs( abs( sin( sin( tan( tan( degrees( floor( abs( log2( uv ) ) ) ) ) ) + time) + time) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(sqrt( degrees( radians( asin( asin( sin( atan( tan( sin( atan( degrees( floor( floor( abs( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ) ).y , sqrt( degrees( radians( asin( asin( sin( atan( tan( sin( atan( degrees( floor( floor( abs( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(log2( tan( degrees( radians( degrees( asin( abs( sin( tan( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) + time) ) ) ) ) ) ) ).y , log2( tan( degrees( radians( degrees( asin( abs( sin( tan( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) + time) ) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( abs( abs( atan( radians( asin( asin( sin( tan( acos( degrees( radians( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ) ).y , degrees( abs( abs( atan( radians( asin( asin( sin( tan( acos( degrees( radians( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( asin( asin( log( sin( tan( tan( cos( degrees( floor( floor( acos( abs( log2( uv ) ) ) ) ) ) ) * time) ) + time) ) ) ) ) ).y , degrees( radians( asin( asin( log( sin( tan( tan( cos( degrees( floor( floor( acos( abs( log2( uv ) ) ) ) ) ) ) * time) ) + time) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = log2( atan(degrees( floor( radians( asin( asin( tan( tan( sin( sign( degrees( acos( floor( abs( log2( uv ) ) ) ) ) ) ) ) * time) ) ) ) ) ).y , degrees( floor( radians( asin( asin( tan( tan( sin( sign( degrees( acos( floor( abs( log2( uv ) ) ) ) ) ) ) ) * time) ) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( asin( cos( sign( abs( asin( sin( tan( sin( degrees( floor( abs( abs( normalize( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ) ).y , degrees( radians( asin( cos( sign( abs( asin( sin( tan( sin( degrees( floor( abs( abs( normalize( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(sign( exp( radians( asin( asin( sin( tan( atan( atan( sin( degrees( floor( uv.y * abs( log2( uv ) ) - floor(uv.y * abs( log2( uv ) )) ) ) ) ) ) ) + time) ) ) ) ) ).y , sign( exp( radians( asin( asin( sin( tan( atan( atan( sin( degrees( floor( uv.y * abs( log2( uv ) ) - floor(uv.y * abs( log2( uv ) )) ) ) ) ) ) ) + time) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = degrees( atan(degrees( log( asin( asin( sin( abs( radians( tan( sin( degrees( fract( floor( abs( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ).y , degrees( log( asin( asin( sin( abs( radians( tan( sin( degrees( fract( floor( abs( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( log( asin( asin( sin( tan( abs( sin( degrees( log2( floor( abs( abs( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ) ).y , degrees( radians( log( asin( asin( sin( tan( abs( sin( degrees( log2( floor( abs( abs( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(fract( log( abs( radians( asin( asin( sin( tan( sin( degrees( abs( floor( abs( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ) ).y , fract( log( abs( radians( asin( asin( sin( tan( sin( degrees( abs( floor( abs( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( abs( radians( asin( asin( sin( tan( sin( sqrt( degrees( floor( abs( abs( sign( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ) ).y , degrees( abs( radians( asin( asin( sin( tan( sin( sqrt( degrees( floor( abs( abs( sign( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( abs( asin( asin( sqrt( sin( tan( abs( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ).y , degrees( radians( abs( asin( asin( sqrt( sin( tan( abs( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(floor( degrees( radians( asin( asin( sin( tan( atan( uv.x * sin( degrees( floor( abs( abs( tan( uv ) ) ) ) ) ) - floor(uv.x * sin( degrees( floor( abs( abs( tan( uv ) ) ) ) ) )) ) ) + time) ) ) ) ) ).y , floor( degrees( radians( asin( asin( sin( tan( atan( uv.x * sin( degrees( floor( abs( abs( tan( uv ) ) ) ) ) ) - floor(uv.x * sin( degrees( floor( abs( abs( tan( uv ) ) ) ) ) )) ) ) + time) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( asin( atan( asin( sin( tan( abs( sin( degrees( floor( tan( sqrt( cos( log2( uv ) / time) ) ) ) ) ) ) ) + time) ) ) ) ) ).y , degrees( radians( asin( atan( asin( sin( tan( abs( sin( degrees( floor( tan( sqrt( cos( log2( uv ) / time) ) ) ) ) ) ) ) + time) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = asin( abs( atan(degrees( abs( radians( asin( asin( sin( sign( sin( degrees( floor( abs( floor( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ).y , degrees( abs( radians( asin( asin( sin( sign( sin( degrees( floor( abs( floor( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ).x) ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( asin( asin( sin( abs( atan( tan( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ).y , degrees( radians( asin( asin( sin( abs( atan( tan( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(acos( radians( asin( asin( sin( tan( sin( degrees( log2( abs( floor( radians( abs( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ).y , acos( radians( asin( asin( sin( tan( sin( degrees( log2( abs( floor( radians( abs( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( degrees( abs( abs( asin( asin( sin( tan( sin( fract( floor( abs( fract( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ) ).y , degrees( radians( degrees( abs( abs( asin( asin( sin( tan( sin( fract( floor( abs( fract( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( atan(degrees( radians( asin( asin( sin( exp2( tan( sin( radians( degrees( floor( ceil( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ).y , degrees( radians( asin( asin( sin( exp2( tan( sin( radians( degrees( floor( ceil( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( exp( sin( asin( asin( sin( tan( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) + time) ) ) + time) ) ) ).y , degrees( radians( exp( sin( asin( asin( sin( tan( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) + time) ) ) + time) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(log2( degrees( radians( acos( asin( asin( abs( sin( abs( tan( sin( degrees( floor( atan( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ) ).y , log2( degrees( radians( acos( asin( asin( abs( sin( abs( tan( sin( degrees( floor( atan( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(floor( degrees( exp2( radians( asin( asin( sin( tan( sin( sin( exp2( degrees( floor( abs( log2( uv ) ) ) ) ) ) * time) ) + time) ) ) ) ) ) ).y , floor( degrees( exp2( radians( asin( asin( sin( tan( sin( sin( exp2( degrees( floor( abs( log2( uv ) ) ) ) ) ) * time) ) + time) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( asin( asin( sin( sign( abs( tan( abs( tan( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) * time) ) ) + time) ) ) ) ).y , degrees( radians( asin( asin( sin( sign( abs( tan( abs( tan( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) * time) ) ) + time) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( acos( degrees( asin( asin( sin( tan( abs( sin( degrees( floor( abs( sign( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ) ).y , degrees( radians( acos( degrees( asin( asin( sin( tan( abs( sin( degrees( floor( abs( sign( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(exp( degrees( radians( asin( asin( sin( abs( abs( exp( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ).y , exp( degrees( radians( asin( asin( sin( abs( abs( exp( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( asin( asin( sin( tan( fract( sin( log2( degrees( atan( floor( degrees( abs( exp( uv ) ) ) ) ) ) ) ) ) ) + time) ) ) ) ).y , degrees( radians( asin( asin( sin( tan( fract( sin( log2( degrees( atan( floor( degrees( abs( exp( uv ) ) ) ) ) ) ) ) ) ) + time) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(log2( tan( abs( radians( asin( asin( sin( tan( sin( degrees( floor( tan( abs( abs( log2( uv ) ) ) * time) ) ) ) ) + time) ) ) ) ) * time) ).y , log2( tan( abs( radians( asin( asin( sin( tan( sin( degrees( floor( tan( abs( abs( log2( uv ) ) ) * time) ) ) ) ) + time) ) ) ) ) * time) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( asin( asin( sin( tan( sin( sign( degrees( floor( abs( asin( sin( log2( uv ) + time) ) ) ) ) ) ) ) + time) ) ) ) ).y , degrees( radians( asin( asin( sin( tan( sin( sign( degrees( floor( abs( asin( sin( log2( uv ) + time) ) ) ) ) ) ) ) + time) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = exp( atan(degrees( floor( radians( asin( exp2( sin( tan( abs( sin( degrees( floor( abs( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ).y , degrees( floor( radians( asin( exp2( sin( tan( abs( sin( degrees( floor( abs( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( asin( asin( sin( tan( exp2( uv.x * abs( atan( abs( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) - floor(uv.x * abs( atan( abs( degrees( floor( abs( log2( uv ) ) ) ) ) ) )) ) ) + time) ) ) ) ).y , degrees( radians( asin( asin( sin( tan( exp2( uv.x * abs( atan( abs( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) - floor(uv.x * abs( atan( abs( degrees( floor( abs( log2( uv ) ) ) ) ) ) )) ) ) + time) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( log( abs( asin( degrees( sin( sin( tan( acos( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ) ).y , degrees( radians( log( abs( asin( degrees( sin( sin( tan( acos( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(atan( degrees( uv.y * radians( asin( abs( uv.y * asin( sin( fract( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) + time) ) - floor(uv.y * asin( sin( fract( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) + time) )) ) ) ) - floor(uv.y * radians( asin( abs( uv.y * asin( sin( fract( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) + time) ) - floor(uv.y * asin( sin( fract( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) + time) )) ) ) )) ) ).y , atan( degrees( uv.y * radians( asin( abs( uv.y * asin( sin( fract( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) + time) ) - floor(uv.y * asin( sin( fract( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) + time) )) ) ) ) - floor(uv.y * radians( asin( abs( uv.y * asin( sin( fract( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) + time) ) - floor(uv.y * asin( sin( fract( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) + time) )) ) ) )) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(sqrt( ceil( sin( radians( asin( asin( sin( tan( abs( sin( degrees( tan( floor( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) * time) ) ).y , sqrt( ceil( sin( radians( asin( asin( sin( tan( abs( sin( degrees( tan( floor( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) * time) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( asin( asin( fract( sin( atan( tan( sin( degrees( floor( abs( log2( abs( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ) ).y , degrees( radians( asin( asin( fract( sin( atan( tan( sin( degrees( floor( abs( log2( abs( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( atan(degrees( radians( asin( asin( sin( sin( fract( tan( sin( degrees( log2( floor( abs( log2( uv ) ) ) ) ) ) ) ) * time) + time) ) ) ) ).y , degrees( radians( asin( asin( sin( sin( fract( tan( sin( degrees( log2( floor( abs( log2( uv ) ) ) ) ) ) ) ) * time) + time) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( asin( asin( asin( asin( sin( tan( sin( sqrt( degrees( floor( log2( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ) ).y , degrees( radians( asin( asin( asin( asin( sin( tan( sin( sqrt( degrees( floor( log2( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = cos( exp2( atan(floor( radians( asin( floor( asin( sin( tan( tan( sin( degrees( floor( abs( log2( uv ) ) ) ) ) * time) ) + time) ) ) ) ) ).y , floor( radians( asin( floor( asin( sin( tan( tan( sin( degrees( floor( abs( log2( uv ) ) ) ) ) * time) ) + time) ) ) ) ) ).x) ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(abs( degrees( radians( asin( abs( asin( sin( tan( sin( sin( sqrt( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ).y , abs( degrees( radians( asin( abs( asin( sin( tan( sin( sin( sqrt( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(abs( degrees( radians( abs( asin( sin( tan( abs( sin( degrees( floor( abs( abs( abs( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ) ).y , abs( degrees( radians( abs( asin( sin( tan( abs( sin( degrees( floor( abs( abs( abs( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( asin( asin( sin( tan( abs( degrees( floor( abs( log( degrees( uv.x * abs( log2( uv ) ) - floor(uv.x * abs( log2( uv ) )) ) ) ) ) ) ) ) + time) ) ) ) ).y , degrees( radians( asin( asin( sin( tan( abs( degrees( floor( abs( log( degrees( uv.x * abs( log2( uv ) ) - floor(uv.x * abs( log2( uv ) )) ) ) ) ) ) ) ) + time) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( degrees( asin( sin( asin( abs( sin( tan( sin( degrees( floor( log( exp2( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ) ).y , degrees( degrees( asin( sin( asin( abs( sin( tan( sin( degrees( floor( log( exp2( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( asin( abs( tan( sin( tan( sin( sin( degrees( floor( abs( asin( cos( log2( uv ) ) ) ) ) ) ) + time) ) + time) ) ) ) ) ).y , degrees( radians( asin( abs( tan( sin( tan( sin( sin( degrees( floor( abs( asin( cos( log2( uv ) ) ) ) ) ) ) + time) ) + time) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan( atan(abs( degrees( abs( degrees( radians( asin( asin( sin( tan( sin( degrees( sin( abs( log2( uv ) ) ) ) ) ) + time) ) ) ) ) ) ) ).y , abs( degrees( abs( degrees( radians( asin( asin( sin( tan( sin( degrees( sin( abs( log2( uv ) ) ) ) ) ) + time) ) ) ) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = uv.x * atan(degrees( radians( asin( exp2( asin( sin( tan( sin( radians( degrees( floor( log( tan( log2( uv ) * time) ) ) ) ) ) ) + time) ) ) ) ) ).y , degrees( radians( asin( exp2( asin( sin( tan( sin( radians( degrees( floor( log( tan( log2( uv ) * time) ) ) ) ) ) ) + time) ) ) ) ) ).x) - floor(uv.x * atan(degrees( radians( asin( exp2( asin( sin( tan( sin( radians( degrees( floor( log( tan( log2( uv ) * time) ) ) ) ) ) ) + time) ) ) ) ) ).y , degrees( radians( asin( exp2( asin( sin( tan( sin( radians( degrees( floor( log( tan( log2( uv ) * time) ) ) ) ) ) ) + time) ) ) ) ) ).x));
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sin( atan(abs( degrees( radians( asin( asin( sin( tan( log( degrees( log2( log( floor( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ).y , abs( degrees( radians( asin( asin( sin( tan( log( degrees( log2( log( floor( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ).x) * time);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = log( atan(abs( degrees( radians( asin( asin( sin( tan( sin( degrees( degrees( abs( abs( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ).y , abs( degrees( radians( asin( asin( sin( tan( sin( degrees( degrees( abs( abs( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( uv.x * abs( asin( asin( sin( tan( sin( log( tan( degrees( floor( sin( abs( log2( uv ) ) * time) ) ) ) ) ) ) + time) ) ) ) - floor(uv.x * abs( asin( asin( sin( tan( sin( log( tan( degrees( floor( sin( abs( log2( uv ) ) * time) ) ) ) ) ) ) + time) ) ) )) ).y , degrees( uv.x * abs( asin( asin( sin( tan( sin( log( tan( degrees( floor( sin( abs( log2( uv ) ) * time) ) ) ) ) ) ) + time) ) ) ) - floor(uv.x * abs( asin( asin( sin( tan( sin( log( tan( degrees( floor( sin( abs( log2( uv ) ) * time) ) ) ) ) ) ) + time) ) ) )) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(log2( tan( radians( asin( asin( abs( sin( tan( sin( sin( exp( degrees( floor( abs( log2( uv ) ) ) ) ) ) * time) ) + time) ) ) ) ) * time) ).y , log2( tan( radians( asin( asin( abs( sin( tan( sin( sin( exp( degrees( floor( abs( log2( uv ) ) ) ) ) ) * time) ) + time) ) ) ) ) * time) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(fract( degrees( radians( asin( abs( asin( sin( abs( tan( sin( fract( exp2( floor( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ) ).y , fract( degrees( radians( asin( abs( asin( sin( abs( tan( sin( fract( exp2( floor( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(acos( degrees( radians( asin( asin( asin( sin( tan( exp2( sin( degrees( floor( abs( abs( exp2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ) ).y , acos( degrees( radians( asin( asin( asin( sin( tan( exp2( sin( degrees( floor( abs( abs( exp2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( atan(degrees( abs( asin( asin( tan( abs( sin( tan( sin( degrees( tan( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ).y , degrees( abs( asin( asin( tan( abs( sin( tan( sin( degrees( tan( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = fract( atan(log2( degrees( normalize( asin( asin( tan( sin( tan( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) + time) * time) ) ) ) ) ).y , log2( degrees( normalize( asin( asin( tan( sin( tan( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) + time) * time) ) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sign( atan(degrees( radians( asin( asin( sin( tan( sin( exp2( degrees( radians( sin( floor( abs( atan( uv ) ) ) + time) ) ) ) ) ) + time) ) ) ) ).y , degrees( radians( asin( asin( sin( tan( sin( exp2( degrees( radians( sin( floor( abs( atan( uv ) ) ) + time) ) ) ) ) ) + time) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( asin( asin( sin( abs( tan( tan( sin( degrees( floor( fract( abs( log2( uv ) ) ) ) ) ) * time) ) ) ) ) ) ) ).y , degrees( radians( asin( asin( sin( abs( tan( tan( sin( degrees( floor( fract( abs( log2( uv ) ) ) ) ) ) * time) ) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( asin( floor( sin( tan( sin( degrees( cos( floor( sqrt( abs( fract( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ).y , degrees( radians( asin( floor( sin( tan( sin( degrees( cos( floor( sqrt( abs( fract( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( fract( tan( radians( asin( asin( abs( sin( acos( tan( sin( normalize( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) * time) ) ).y , degrees( fract( tan( radians( asin( asin( abs( sin( acos( tan( sin( normalize( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) * time) ) ).x);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan( abs( abs( acos( sqrt( acos( abs( min( uv.y , uv.x ) ) ) ) ) ) ) );
gl_FragColor = clamp( abs( vec4( ceil( a_0 ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
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![]() | float a_0 = abs( uv.y * atan( uv.y * tan( radians( min( uv.y , uv.x ) ) * time) - floor(uv.y * tan( radians( min( uv.y , uv.x ) ) * time)) ) - floor(uv.y * atan( uv.y * tan( radians( min( uv.y , uv.x ) ) * time) - floor(uv.y * tan( radians( min( uv.y , uv.x ) ) * time)) )) );
gl_FragColor = clamp( abs( vec4( ceil( a_0 ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = fract( abs( abs( min( uv.y , uv.x ) ) ) );
gl_FragColor = clamp( abs( vec4( sin( acos( abs( exp2( degrees( ceil( a_0 ) ) ) ) ) * time) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sin( cos( min( uv.y , uv.x ) ) );
gl_FragColor = clamp( abs( vec4( abs( sign( fract( abs( abs( cos( a_0 ) ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan( abs( exp2( abs( uv.y - uv.x ) ) ) );
gl_FragColor = clamp( abs( vec4( uv.y * sin( cos( tan( ceil( a_0 ) ) / time) * time) - floor(uv.y * sin( cos( tan( ceil( a_0 ) ) / time) * time)) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( tan( tan( abs( acos( sin( radians( min( uv.y , uv.x ) ) * time) ) ) ) ) );
gl_FragColor = clamp( abs( vec4( abs( exp2( a_0 ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = min( uv.y , uv.x );
gl_FragColor = clamp( abs( vec4( abs( radians( tan( ceil( a_0 ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sign( abs( pow( uv.y , uv.x ) ) );
gl_FragColor = clamp( abs( vec4( cos( tan( abs( ceil( a_0 ) ) * time) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = radians( abs( uv.y * abs( sign( sin( abs( min( uv.y , uv.x ) ) ) ) ) - floor(uv.y * abs( sign( sin( abs( min( uv.y , uv.x ) ) ) ) )) ) );
gl_FragColor = clamp( abs( vec4( tan( ceil( a_0 ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = cos( min( uv.y , uv.x ) / time);
gl_FragColor = clamp( abs( vec4( sin( asin( sin( ceil( sin( ceil( a_0 ) + time) ) + time) ) + time) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sin( degrees( sin( abs( abs( uv.y - uv.x ) ) * time) ) * time);
gl_FragColor = clamp( abs( vec4( fract( exp2( ceil( a_0 ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( log2( abs( min( uv.y , uv.x ) ) ) );
gl_FragColor = clamp( abs( vec4( cos( sqrt( sign( ceil( a_0 ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = log2( abs( sign( min( uv.y , uv.x ) ) ) );
gl_FragColor = clamp( abs( vec4( tan( asin( abs( atan( floor( a_0 ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( abs( min( uv.y , uv.x ) ) );
gl_FragColor = clamp( abs( vec4( abs( abs( abs( acos( ceil( a_0 ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = exp( abs( min( uv.y , uv.x ) ) );
gl_FragColor = clamp( abs( vec4( degrees( sin( abs( abs( abs( abs( a_0 ) ) ) ) * time) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = tan( asin( tan( abs( min( uv.y , uv.x ) ) * time) ) );
gl_FragColor = clamp( abs( vec4( abs( abs( uv.y * ceil( a_0 ) - floor(uv.y * ceil( a_0 )) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = min( uv.y , uv.x );
gl_FragColor = clamp( abs( vec4( acos( sin( sin( abs( cos( ceil( a_0 ) ) ) ) + time) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = cos( abs( abs( tan( min( uv.y , uv.x ) ) ) ) );
gl_FragColor = clamp( abs( vec4( abs( abs( abs( atan( a_0 ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = degrees( log( exp( tan( min( uv.y , uv.x ) ) ) ) );
gl_FragColor = clamp( abs( vec4( floor( sqrt( abs( ceil( a_0 ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = uv.y - uv.x ;
gl_FragColor = clamp( abs( vec4( floor( log2( uv.x * abs( log2( ceil( a_0 ) ) ) - floor(uv.x * abs( log2( ceil( a_0 ) ) )) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( abs( abs( log( uv.y * min( uv.y , uv.x ) - floor(uv.y * min( uv.y , uv.x )) ) ) ) );
gl_FragColor = clamp( abs( vec4( log( uv.x * a_0 - floor(uv.x * a_0) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sin( log( uv.x * fract( abs( tan( min( uv.y , uv.x ) ) ) ) - floor(uv.x * fract( abs( tan( min( uv.y , uv.x ) ) ) )) ) );
gl_FragColor = clamp( abs( vec4( abs( ceil( a_0 ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sin( abs( radians( cos( min( uv.y , uv.x ) ) ) ) + time);
gl_FragColor = clamp( abs( vec4( abs( cos( uv.y * ceil( a_0 ) - floor(uv.y * ceil( a_0 )) / time) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = fract( abs( log2( sqrt( acos( uv.y + uv.x ) ) ) ) );
gl_FragColor = clamp( abs( vec4( exp2( abs( degrees( ceil( a_0 ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sign( uv.y + uv.x );
gl_FragColor = clamp( abs( vec4( abs( abs( ceil( exp2( tan( abs( ceil( a_0 ) ) ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = min( uv.y , uv.x );
gl_FragColor = clamp( abs( vec4( abs( ceil( a_0 ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( min( uv.y , uv.x ) );
gl_FragColor = clamp( abs( vec4( atan( uv.x * abs( asin( abs( cos( ceil( a_0 ) / time) ) ) ) - floor(uv.x * abs( asin( abs( cos( ceil( a_0 ) / time) ) ) )) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( min( uv.y , uv.x ) );
gl_FragColor = clamp( abs( vec4( sign( abs( cos( log( abs( floor( a_0 ) ) ) / time) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sin( abs( sin( pow( uv.y , uv.x ) + time) ) );
gl_FragColor = clamp( abs( vec4( degrees( abs( ceil( a_0 ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = exp( min( uv.y , uv.x ) );
gl_FragColor = clamp( abs( vec4( radians( abs( abs( abs( degrees( atan( sign( a_0 ) ) ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = min( uv.y , uv.x );
gl_FragColor = clamp( abs( vec4( abs( abs( abs( abs( abs( sign( abs( ceil( a_0 ) ) ) ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = min( uv.y , uv.x );
gl_FragColor = clamp( abs( vec4( abs( abs( abs( sin( exp( abs( ceil( a_0 ) ) ) + time) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( sign( sin( abs( cos( tan( uv.y * min( uv.y , uv.x ) - floor(uv.y * min( uv.y , uv.x )) * time) ) ) * time) ) );
gl_FragColor = clamp( abs( vec4( ceil( a_0 ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sign( min( uv.y , uv.x ) );
gl_FragColor = clamp( abs( vec4( abs( fract( log2( log2( radians( abs( sqrt( ceil( a_0 ) ) ) ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = tan( acos( floor( radians( abs( floor( fract( uv.y - uv.x ) ) ) ) ) ) * time);
gl_FragColor = clamp( abs( vec4( ceil( a_0 ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = uv.y + uv.x ;
gl_FragColor = clamp( abs( vec4( abs( abs( abs( log( abs( abs( fract( ceil( a_0 ) ) ) ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = min( uv.y , uv.x );
gl_FragColor = clamp( abs( vec4( abs( sin( log( acos( radians( degrees( ceil( a_0 ) ) ) ) ) * time) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( fract( acos( radians( sign( abs( abs( min( uv.y , uv.x ) ) ) ) ) ) ) );
gl_FragColor = clamp( abs( vec4( ceil( a_0 ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = uv.y * abs( min( uv.y , uv.x ) ) - floor(uv.y * abs( min( uv.y , uv.x ) ));
gl_FragColor = clamp( abs( vec4( sin( asin( abs( cos( abs( abs( sign( a_0 ) ) ) / time) ) ) * time) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sin( tan( cos( fract( min( uv.y , uv.x ) ) / time) * time) + time);
gl_FragColor = clamp( abs( vec4( floor( abs( sin( cos( ceil( a_0 ) / time) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = min( uv.y , uv.x );
gl_FragColor = clamp( abs( vec4( sin( abs( abs( abs( exp2( ceil( a_0 ) ) ) ) ) + time) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = degrees( min( uv.y , uv.x ) );
gl_FragColor = clamp( abs( vec4( log2( log( sqrt( uv.x * sqrt( ceil( a_0 ) ) - floor(uv.x * sqrt( ceil( a_0 ) )) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( ceil( fract( abs( exp2( abs( abs( min( uv.y , uv.x ) ) ) ) ) ) ) );
gl_FragColor = clamp( abs( vec4( ceil( a_0 ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = floor( ceil( abs( acos( abs( atan( min( uv.y , uv.x ) ) ) ) ) ) );
gl_FragColor = clamp( abs( vec4( asin( ceil( a_0 ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sign( log2( abs( abs( asin( min( uv.y , uv.x ) ) ) ) ) );
gl_FragColor = clamp( abs( vec4( sqrt( floor( abs( ceil( a_0 ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sin( exp2( log2( abs( min( uv.y , uv.x ) ) ) ) );
gl_FragColor = clamp( abs( vec4( abs( sqrt( ceil( a_0 ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = radians( sqrt( min( uv.y , uv.x ) ) );
gl_FragColor = clamp( abs( vec4( cos( abs( radians( abs( atan( ceil( a_0 ) ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = min( uv.y , uv.x );
gl_FragColor = clamp( abs( vec4( ceil( radians( abs( abs( sign( abs( sign( abs( ceil( a_0 ) ) ) ) ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( abs( exp2( cos( min( uv.y , uv.x ) / time) ) ) );
gl_FragColor = clamp( abs( vec4( sign( radians( exp( ceil( a_0 ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( min( uv.y , uv.x ) );
gl_FragColor = clamp( abs( vec4( abs( degrees( log( abs( sqrt( abs( ceil( a_0 ) ) ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = cos( uv.y + uv.x / time);
gl_FragColor = clamp( abs( vec4( abs( tan( sign( sign( acos( abs( ceil( a_0 ) ) ) ) ) * time) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( min( uv.y , uv.x ) );
gl_FragColor = clamp( abs( vec4( exp( abs( radians( uv.y * abs( abs( floor( a_0 ) ) ) - floor(uv.y * abs( abs( floor( a_0 ) ) )) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = min( uv.y , uv.x );
gl_FragColor = clamp( abs( vec4( radians( fract( abs( sin( radians( abs( abs( atan( a_0 ) ) ) ) + time) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = min( uv.y , uv.x );
gl_FragColor = clamp( abs( vec4( exp( atan( sign( fract( sqrt( sign( abs( ceil( a_0 ) ) ) ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sign( fract( abs( abs( uv.y * uv.x ) ) ) );
gl_FragColor = clamp( abs( vec4( abs( ceil( a_0 ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sin( min( uv.y , uv.x ) + time);
gl_FragColor = clamp( abs( vec4( abs( sign( abs( abs( uv.y * abs( tan( a_0 ) ) - floor(uv.y * abs( tan( a_0 ) )) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = min( uv.y , uv.x );
gl_FragColor = clamp( abs( vec4( atan( abs( log( asin( degrees( sin( abs( sin( a_0 + time) ) + time) ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = cos( uv.y * abs( atan( mod( uv.y , uv.x ) ) ) - floor(uv.y * abs( atan( mod( uv.y , uv.x ) ) )) );
gl_FragColor = clamp( abs( vec4( abs( log2( abs( abs( ceil( a_0 ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = min( uv.y , uv.x );
gl_FragColor = clamp( abs( vec4( radians( degrees( abs( asin( abs( acos( atan( abs( ceil( a_0 ) ) ) ) ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( abs( abs( sin( min( uv.y , uv.x ) + time) ) ) );
gl_FragColor = clamp( abs( vec4( abs( tan( ceil( a_0 ) * time) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( atan( min( uv.y , uv.x ) ) );
gl_FragColor = clamp( abs( vec4( abs( ceil( ceil( radians( a_0 ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sqrt( radians( log2( abs( min( uv.y , uv.x ) ) ) ) );
gl_FragColor = clamp( abs( vec4( log( exp( asin( log2( ceil( a_0 ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( uv.x * exp( min( uv.y , uv.x ) ) - floor(uv.x * exp( min( uv.y , uv.x ) )) );
gl_FragColor = clamp( abs( vec4( tan( sin( uv.y * abs( ceil( a_0 ) ) - floor(uv.y * abs( ceil( a_0 ) )) * time) * time) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = cos( abs( abs( uv.y * uv.x ) ) / time);
gl_FragColor = clamp( abs( vec4( uv.x * sin( abs( log( ceil( a_0 ) ) ) + time) - floor(uv.x * sin( abs( log( ceil( a_0 ) ) ) + time)) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( min( uv.y , uv.x ) );
gl_FragColor = clamp( abs( vec4( abs( abs( ceil( floor( ceil( a_0 ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = cos( abs( sin( log2( min( uv.y , uv.x ) ) + time) ) );
gl_FragColor = clamp( abs( vec4( sin( abs( ceil( a_0 ) ) * time) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = min( uv.y , uv.x );
gl_FragColor = clamp( abs( vec4( degrees( log( abs( floor( abs( sin( asin( atan( a_0 ) ) + time) ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = exp( atan( degrees( floor( sin( abs( uv.y * min( uv.y , uv.x ) - floor(uv.y * min( uv.y , uv.x )) ) * time) ) ) ) );
gl_FragColor = clamp( abs( vec4( uv.x * ceil( a_0 ) - floor(uv.x * ceil( a_0 )) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = min( uv.y , uv.x );
gl_FragColor = clamp( abs( vec4( asin( acos( abs( floor( cos( ceil( abs( a_0 ) ) / time) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = tan( atan( log( uv.x * abs( sin( tan( uv.x * min( uv.y , uv.x ) - floor(uv.x * min( uv.y , uv.x )) * time) ) ) - floor(uv.x * abs( sin( tan( uv.x * min( uv.y , uv.x ) - floor(uv.x * min( uv.y , uv.x )) * time) ) )) ) ) );
gl_FragColor = clamp( abs( vec4( ceil( a_0 ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan( cos( min( uv.y , uv.x ) / time) );
gl_FragColor = clamp( abs( vec4( abs( exp( uv.x * fract( sin( uv.x * a_0 - floor(uv.x * a_0) + time) ) - floor(uv.x * fract( sin( uv.x * a_0 - floor(uv.x * a_0) + time) )) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = tan( abs( abs( fract( sin( ceil( abs( min( uv.y , uv.x ) ) ) * time) ) ) ) * time);
gl_FragColor = clamp( abs( vec4( uv.y * a_0 - floor(uv.y * a_0) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( mod( uv.y , uv.x ) );
gl_FragColor = clamp( abs( vec4( acos( degrees( cos( ceil( a_0 ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( min( uv.y , uv.x ) );
gl_FragColor = clamp( abs( vec4( sin( uv.x * abs( sin( abs( floor( ceil( a_0 ) ) ) * time) ) - floor(uv.x * abs( sin( abs( floor( ceil( a_0 ) ) ) * time) )) * time) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = asin( abs( sqrt( log2( radians( floor( abs( min( uv.y , uv.x ) ) ) ) ) ) ) );
gl_FragColor = clamp( abs( vec4( ceil( a_0 ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( abs( asin( uv.y + uv.x ) ) );
gl_FragColor = clamp( abs( vec4( sin( exp2( sin( ceil( a_0 ) + time) ) + time) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = log( radians( abs( sin( abs( min( uv.y , uv.x ) ) ) ) ) );
gl_FragColor = clamp( abs( vec4( ceil( a_0 ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sqrt( abs( degrees( fract( min( uv.y , uv.x ) ) ) ) );
gl_FragColor = clamp( abs( vec4( radians( ceil( a_0 ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = cos( log( pow( uv.y , uv.x ) ) / time);
gl_FragColor = clamp( abs( vec4( log2( fract( sin( uv.x * ceil( a_0 ) - floor(uv.x * ceil( a_0 )) * time) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = log( uv.y + uv.x );
gl_FragColor = clamp( abs( vec4( radians( acos( abs( cos( ceil( a_0 ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sqrt( abs( abs( acos( uv.y * uv.x * atan( min( uv.y , uv.x ) ) - floor(uv.x * atan( min( uv.y , uv.x ) )) - floor(uv.y * uv.x * atan( min( uv.y , uv.x ) ) - floor(uv.x * atan( min( uv.y , uv.x ) ))) ) ) ) );
gl_FragColor = clamp( abs( vec4( ceil( a_0 ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = uv.y * uv.x ;
gl_FragColor = clamp( abs( vec4( floor( abs( cos( abs( radians( abs( cos( ceil( a_0 ) ) ) ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = uv.x * abs( cos( uv.y * sin( min( uv.y , uv.x ) * time) - floor(uv.y * sin( min( uv.y , uv.x ) * time)) / time) ) - floor(uv.x * abs( cos( uv.y * sin( min( uv.y , uv.x ) * time) - floor(uv.y * sin( min( uv.y , uv.x ) * time)) / time) ));
gl_FragColor = clamp( abs( vec4( acos( asin( ceil( a_0 ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sin( abs( radians( log( abs( uv.x * pow( uv.y , uv.x ) - floor(uv.x * pow( uv.y , uv.x )) ) ) ) ) * time);
gl_FragColor = clamp( abs( vec4( ceil( a_0 ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = min( uv.y , uv.x );
gl_FragColor = clamp( abs( vec4( cos( acos( asin( sin( a_0 * time) ) ) / time) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( abs( tan( abs( min( uv.y , uv.x ) ) ) ) );
gl_FragColor = clamp( abs( vec4( exp2( abs( abs( ceil( a_0 ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = min( uv.y , uv.x );
gl_FragColor = clamp( abs( vec4( abs( abs( abs( radians( abs( abs( sin( cos( a_0 ) + time) ) ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sign( uv.x * pow( uv.y , uv.x ) - floor(uv.x * pow( uv.y , uv.x )) );
gl_FragColor = clamp( abs( vec4( abs( cos( sin( ceil( a_0 ) * time) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sin( min( uv.y , uv.x ) * time);
gl_FragColor = clamp( abs( vec4( cos( exp( sin( sin( ceil( a_0 ) + time) ) ) / time) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = min( uv.y , uv.x );
gl_FragColor = clamp( abs( vec4( degrees( abs( exp( cos( log2( cos( ceil( a_0 ) / time) ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = asin( ceil( uv.y - uv.x ) );
gl_FragColor = clamp( abs( vec4( abs( sin( abs( ceil( a_0 ) ) + time) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = radians( abs( abs( fract( min( uv.y , uv.x ) ) ) ) );
gl_FragColor = clamp( abs( vec4( tan( atan( abs( floor( ceil( a_0 ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( cos( sin( abs( log2( min( uv.y , uv.x ) ) ) ) / time) );
gl_FragColor = clamp( abs( vec4( abs( log2( fract( ceil( a_0 ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( abs( min( uv.y , uv.x ) ) );
gl_FragColor = clamp( abs( vec4( abs( ceil( cos( sqrt( abs( ceil( a_0 ) ) ) / time) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = tan( exp2( abs( acos( min( uv.y , uv.x ) ) ) ) * time);
gl_FragColor = clamp( abs( vec4( abs( radians( abs( ceil( a_0 ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = log2( uv.y - uv.x );
gl_FragColor = clamp( abs( vec4( exp( abs( log( floor( abs( ceil( a_0 ) ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = cos( asin( abs( abs( abs( uv.y + uv.x ) ) ) ) );
gl_FragColor = clamp( abs( vec4( ceil( a_0 ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sin( atan( sin( log( abs( min( uv.y , uv.x ) ) ) * time) ) * time);
gl_FragColor = clamp( abs( vec4( abs( ceil( a_0 ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = uv.y - uv.x ;
gl_FragColor = clamp( abs( vec4( sqrt( abs( abs( tan( cos( asin( asin( ceil( a_0 ) ) ) / time) * time) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = tan( min( uv.y , uv.x ) * time);
gl_FragColor = clamp( abs( vec4( abs( abs( abs( log( ceil( a_0 ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( atan(degrees( exp2( radians( asin( abs( sign( asin( sin( tan( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) + time) ) ) ) ) ) ) ).y , degrees( exp2( radians( asin( abs( sign( asin( sin( tan( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) + time) ) ) ) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( ceil( a_0 ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
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![]() | float a_0 = floor( atan(degrees( radians( asin( floor( uv.y * asin( sin( tan( sin( degrees( floor( abs( abs( abs( uv ) ) ) ) ) ) ) + time) ) - floor(uv.y * asin( sin( tan( sin( degrees( floor( abs( abs( abs( uv ) ) ) ) ) ) ) + time) )) ) ) ) ).y , degrees( radians( asin( floor( uv.y * asin( sin( tan( sin( degrees( floor( abs( abs( abs( uv ) ) ) ) ) ) ) + time) ) - floor(uv.y * asin( sin( tan( sin( degrees( floor( abs( abs( abs( uv ) ) ) ) ) ) ) + time) )) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( ceil( a_0 ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( abs( radians( asin( asin( sin( abs( sin( tan( sin( degrees( floor( abs( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ) ).y , degrees( abs( radians( asin( asin( sin( abs( sin( tan( sin( degrees( floor( abs( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( sin( acos( abs( exp2( degrees( ceil( a_0 ) ) ) ) ) * time) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( sin( radians( asin( asin( sin( tan( abs( cos( sin( degrees( floor( abs( floor( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) * time) ).y , degrees( sin( radians( asin( asin( sin( tan( abs( cos( sin( degrees( floor( abs( floor( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) * time) ).x);
gl_FragColor = clamp( abs( vec4( abs( sign( fract( abs( abs( cos( a_0 ) ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = tan( atan(abs( log( radians( asin( asin( sin( abs( sin( tan( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ).y , abs( log( radians( asin( asin( sin( abs( sin( tan( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( uv.y * sin( cos( tan( ceil( a_0 ) ) / time) * time) - floor(uv.y * sin( cos( tan( ceil( a_0 ) ) / time) * time)) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = ceil( atan(floor( degrees( radians( abs( asin( asin( sin( tan( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) + time) ) ) ) ) ) ).y , floor( degrees( radians( abs( asin( asin( sin( tan( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) + time) ) ) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( abs( exp2( a_0 ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( atan(degrees( radians( asin( sin( log( sin( log2( tan( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ).y , degrees( radians( asin( sin( log( sin( log2( tan( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( abs( radians( tan( ceil( a_0 ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(fract( degrees( radians( degrees( asin( uv.y * sin( tan( sin( degrees( floor( abs( abs( abs( log2( uv ) ) ) ) ) ) ) ) + time) - floor(uv.y * sin( tan( sin( degrees( floor( abs( abs( abs( log2( uv ) ) ) ) ) ) ) ) + time)) ) ) ) ) ).y , fract( degrees( radians( degrees( asin( uv.y * sin( tan( sin( degrees( floor( abs( abs( abs( log2( uv ) ) ) ) ) ) ) ) + time) - floor(uv.y * sin( tan( sin( degrees( floor( abs( abs( abs( log2( uv ) ) ) ) ) ) ) ) + time)) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( cos( tan( abs( ceil( a_0 ) ) * time) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( asin( asin( cos( tan( abs( log2( sin( degrees( degrees( floor( cos( abs( log2( uv ) ) / time) ) ) ) ) ) ) ) / time) ) ) ) ).y , degrees( radians( asin( asin( cos( tan( abs( log2( sin( degrees( degrees( floor( cos( abs( log2( uv ) ) / time) ) ) ) ) ) ) ) / time) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( tan( ceil( a_0 ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(sin( radians( asin( asin( cos( abs( sin( tan( sqrt( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) / time) ) ) ) ).y , sin( radians( asin( asin( cos( abs( sin( tan( sqrt( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) / time) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( sin( asin( sin( ceil( sin( ceil( a_0 ) + time) ) + time) ) + time) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( sign( abs( asin( sin( tan( sin( log( tan( sqrt( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ) ).y , degrees( radians( sign( abs( asin( sin( tan( sin( log( tan( sqrt( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( fract( exp2( ceil( a_0 ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = radians( atan(degrees( radians( asin( asin( uv.y * tan( sin( degrees( floor( acos( abs( exp( log2( uv ) ) ) ) ) ) ) ) - floor(uv.y * tan( sin( degrees( floor( acos( abs( exp( log2( uv ) ) ) ) ) ) ) )) ) ) ) ).y , degrees( radians( asin( asin( uv.y * tan( sin( degrees( floor( acos( abs( exp( log2( uv ) ) ) ) ) ) ) ) - floor(uv.y * tan( sin( degrees( floor( acos( abs( exp( log2( uv ) ) ) ) ) ) ) )) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( cos( sqrt( sign( ceil( a_0 ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( abs( radians( asin( asin( sin( abs( tan( sin( degrees( acos( floor( cos( sin( log2( uv ) + time) ) ) ) ) ) ) ) + time) ) ) ) ) ).y , degrees( abs( radians( asin( asin( sin( abs( tan( sin( degrees( acos( floor( cos( sin( log2( uv ) + time) ) ) ) ) ) ) ) + time) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( tan( asin( abs( atan( floor( a_0 ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( abs( degrees( radians( asin( cos( asin( sin( tan( sin( degrees( fract( sign( abs( log2( uv ) ) ) ) ) ) ) + time) ) / time) ) ) ) ) ).y , degrees( abs( degrees( radians( asin( cos( asin( sin( tan( sin( degrees( fract( sign( abs( log2( uv ) ) ) ) ) ) ) + time) ) / time) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( abs( abs( abs( acos( ceil( a_0 ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( atan(ceil( radians( asin( asin( sin( tan( sin( degrees( floor( degrees( abs( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ).y , ceil( radians( asin( asin( sin( tan( sin( degrees( floor( degrees( abs( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( degrees( sin( abs( abs( abs( abs( a_0 ) ) ) ) * time) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(log2( exp( degrees( radians( asin( asin( sin( tan( sin( degrees( degrees( floor( exp( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ) ).y , log2( exp( degrees( radians( asin( asin( sin( tan( sin( degrees( degrees( floor( exp( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( abs( abs( uv.y * ceil( a_0 ) - floor(uv.y * ceil( a_0 )) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( exp2( asin( asin( exp( sin( tan( sin( sin( degrees( floor( abs( abs( log2( uv ) ) ) ) ) ) + time) ) + time) ) ) ) ) ) ).y , degrees( radians( exp2( asin( asin( exp( sin( tan( sin( sin( degrees( floor( abs( abs( log2( uv ) ) ) ) ) ) + time) ) + time) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( acos( sin( sin( abs( cos( ceil( a_0 ) ) ) ) + time) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = log( atan(degrees( radians( asin( asin( sin( abs( exp( sin( degrees( floor( cos( atan( abs( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ).y , degrees( radians( asin( asin( sin( abs( exp( sin( degrees( floor( cos( atan( abs( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( abs( abs( abs( atan( a_0 ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( floor( sign( asin( asin( sin( abs( tan( normalize( degrees( floor( log( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ) ).y , degrees( radians( floor( sign( asin( asin( sin( abs( tan( normalize( degrees( floor( log( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( floor( sqrt( abs( ceil( a_0 ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = log( atan(degrees( degrees( radians( asin( abs( asin( sin( tan( exp2( degrees( floor( abs( log2( uv ) ) ) ) ) ) + time) ) ) ) ) ) ).y , degrees( degrees( radians( asin( abs( asin( sin( tan( exp2( degrees( floor( abs( log2( uv ) ) ) ) ) ) + time) ) ) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( floor( log2( uv.x * abs( log2( ceil( a_0 ) ) ) - floor(uv.x * abs( log2( ceil( a_0 ) ) )) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( asin( exp2( cos( sin( tan( uv.x * radians( sin( degrees( abs( floor( abs( log2( uv ) ) ) ) ) ) ) - floor(uv.x * radians( sin( degrees( abs( floor( abs( log2( uv ) ) ) ) ) ) )) ) + time) ) ) ) ) ).y , degrees( radians( asin( exp2( cos( sin( tan( uv.x * radians( sin( degrees( abs( floor( abs( log2( uv ) ) ) ) ) ) ) - floor(uv.x * radians( sin( degrees( abs( floor( abs( log2( uv ) ) ) ) ) ) )) ) + time) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( log( uv.x * a_0 - floor(uv.x * a_0) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( abs( radians( asin( asin( sin( exp2( tan( uv.y * log( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) - floor(uv.y * log( sin( degrees( floor( abs( log2( uv ) ) ) ) ) )) ) ) + time) ) ) ) ) ).y , degrees( abs( radians( asin( asin( sin( exp2( tan( uv.y * log( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) - floor(uv.y * log( sin( degrees( floor( abs( log2( uv ) ) ) ) ) )) ) ) + time) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( abs( ceil( a_0 ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( atan(exp2( degrees( radians( asin( log2( abs( sin( tan( sin( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ).y , exp2( degrees( radians( asin( log2( abs( sin( tan( sin( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( abs( cos( uv.y * ceil( a_0 ) - floor(uv.y * ceil( a_0 )) / time) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = tan( atan(degrees( radians( asin( asin( sin( tan( sin( degrees( degrees( exp2( floor( sin( log2( uv ) + time) ) ) ) ) ) ) + time) ) ) ) ).y , degrees( radians( asin( asin( sin( tan( sin( degrees( degrees( exp2( floor( sin( log2( uv ) + time) ) ) ) ) ) ) + time) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( exp2( abs( degrees( ceil( a_0 ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(abs( degrees( radians( asin( asin( sin( tan( uv.x * log2( degrees( fract( sign( floor( abs( log2( uv ) ) ) ) ) ) ) - floor(uv.x * log2( degrees( fract( sign( floor( abs( log2( uv ) ) ) ) ) ) )) ) + time) ) ) ) ) ).y , abs( degrees( radians( asin( asin( sin( tan( uv.x * log2( degrees( fract( sign( floor( abs( log2( uv ) ) ) ) ) ) ) - floor(uv.x * log2( degrees( fract( sign( floor( abs( log2( uv ) ) ) ) ) ) )) ) + time) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( abs( abs( ceil( exp2( tan( abs( ceil( a_0 ) ) ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = tan( atan(degrees( abs( radians( radians( asin( sin( tan( sin( degrees( floor( abs( abs( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ).y , degrees( abs( radians( radians( asin( sin( tan( sin( degrees( floor( abs( abs( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( abs( ceil( a_0 ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(asin( cos( exp( radians( asin( asin( sin( tan( sin( degrees( sqrt( floor( tan( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ) ).y , asin( cos( exp( radians( asin( asin( sin( tan( sin( degrees( sqrt( floor( tan( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( atan( uv.x * abs( asin( abs( cos( ceil( a_0 ) / time) ) ) ) - floor(uv.x * abs( asin( abs( cos( ceil( a_0 ) / time) ) ) )) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( cos( tan( asin( asin( sin( tan( tan( sin( degrees( floor( tan( log2( uv ) * time) ) ) ) ) ) + time) ) ) * time) ) ) ).y , degrees( radians( cos( tan( asin( asin( sin( tan( tan( sin( degrees( floor( tan( log2( uv ) * time) ) ) ) ) ) + time) ) ) * time) ) ) ).x);
gl_FragColor = clamp( abs( vec4( sign( abs( cos( log( abs( floor( a_0 ) ) ) / time) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( asin( asin( sin( tan( sin( degrees( degrees( abs( tan( floor( abs( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ).y , degrees( radians( asin( asin( sin( tan( sin( degrees( degrees( abs( tan( floor( abs( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( degrees( abs( ceil( a_0 ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( asin( asin( sin( abs( tan( sin( degrees( floor( sin( abs( abs( degrees( log2( uv ) ) ) ) ) ) ) ) ) ) + time) ) ) ) ).y , degrees( radians( asin( asin( sin( abs( tan( sin( degrees( floor( sin( abs( abs( degrees( log2( uv ) ) ) ) ) ) ) ) ) ) + time) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( radians( abs( abs( abs( degrees( atan( sign( a_0 ) ) ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( cos( atan(degrees( radians( asin( ceil( sin( tan( sin( sin( degrees( floor( abs( abs( log2( uv ) ) ) ) ) ) * time) ) + time) ) ) ) ).y , degrees( radians( asin( ceil( sin( tan( sin( sin( degrees( floor( abs( abs( log2( uv ) ) ) ) ) ) * time) ) + time) ) ) ) ).x) ) );
gl_FragColor = clamp( abs( vec4( abs( abs( abs( abs( abs( sign( abs( ceil( a_0 ) ) ) ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( log2( radians( asin( abs( asin( sin( tan( sin( exp2( log( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ).y , degrees( log2( radians( asin( abs( asin( sin( tan( sin( exp2( log( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( abs( abs( abs( sin( exp( abs( ceil( a_0 ) ) ) + time) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( atan(degrees( radians( asin( radians( asin( exp( sin( tan( tan( sin( sin( floor( abs( log2( uv ) ) ) ) ) ) * time) + time) ) ) ) ) ) ).y , degrees( radians( asin( radians( asin( exp( sin( tan( tan( sin( sin( floor( abs( log2( uv ) ) ) ) ) ) * time) + time) ) ) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( ceil( a_0 ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( asin( degrees( asin( log( sin( tan( log( abs( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ).y , degrees( radians( asin( degrees( asin( log( sin( tan( log( abs( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( abs( fract( log2( log2( radians( abs( sqrt( ceil( a_0 ) ) ) ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( sqrt( radians( asin( asin( sin( sin( tan( sin( degrees( acos( exp2( abs( radians( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ) ).y , degrees( sqrt( radians( asin( asin( sin( sin( tan( sin( degrees( acos( exp2( abs( radians( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( ceil( a_0 ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(sin( degrees( radians( asin( asin( sin( asin( acos( tan( exp2( degrees( floor( uv.x * abs( log2( uv ) ) - floor(uv.x * abs( log2( uv ) )) ) ) ) ) ) ) + time) ) ) ) ) ).y , sin( degrees( radians( asin( asin( sin( asin( acos( tan( exp2( degrees( floor( uv.x * abs( log2( uv ) ) - floor(uv.x * abs( log2( uv ) )) ) ) ) ) ) ) + time) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( abs( abs( abs( log( abs( abs( fract( ceil( a_0 ) ) ) ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( acos( asin( degrees( floor( sin( tan( abs( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ).y , degrees( radians( acos( asin( degrees( floor( sin( tan( abs( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( abs( sin( log( acos( radians( degrees( ceil( a_0 ) ) ) ) ) * time) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = uv.x * atan(degrees( radians( asin( cos( asin( sin( tan( sin( abs( degrees( floor( cos( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ).y , degrees( radians( asin( cos( asin( sin( tan( sin( abs( degrees( floor( cos( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ).x) - floor(uv.x * atan(degrees( radians( asin( cos( asin( sin( tan( sin( abs( degrees( floor( cos( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ).y , degrees( radians( asin( cos( asin( sin( tan( sin( abs( degrees( floor( cos( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ).x));
gl_FragColor = clamp( abs( vec4( ceil( a_0 ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( exp2( asin( asin( abs( sin( tan( cos( sin( degrees( floor( floor( abs( abs( log2( uv ) ) ) ) ) ) ) / time) ) + time) ) ) ) ) ).y , degrees( exp2( asin( asin( abs( sin( tan( cos( sin( degrees( floor( floor( abs( abs( log2( uv ) ) ) ) ) ) ) / time) ) + time) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( sin( asin( abs( cos( abs( abs( sign( a_0 ) ) ) / time) ) ) * time) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = floor( atan(abs( degrees( radians( abs( asin( asin( sin( tan( sin( degrees( sin( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ).y , abs( degrees( radians( abs( asin( asin( sin( tan( sin( degrees( sin( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( floor( abs( sin( cos( ceil( a_0 ) / time) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( exp( asin( asin( sin( tan( cos( tan( abs( abs( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) / time) ) + time) ) ) ) ) ).y , degrees( radians( exp( asin( asin( sin( tan( cos( tan( abs( abs( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) / time) ) + time) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( sin( abs( abs( abs( exp2( ceil( a_0 ) ) ) ) ) + time) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = exp( atan(sign( radians( asin( asin( sin( tan( cos( asin( sin( degrees( floor( abs( atan( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ).y , sign( radians( asin( asin( sin( tan( cos( asin( sin( degrees( floor( abs( atan( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( log2( log( sqrt( uv.x * sqrt( ceil( a_0 ) ) - floor(uv.x * sqrt( ceil( a_0 ) )) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(sign( degrees( radians( log2( asin( asin( sin( tan( sin( degrees( sqrt( floor( abs( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ) ).y , sign( degrees( radians( log2( asin( asin( sin( tan( sin( degrees( sqrt( floor( abs( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( ceil( a_0 ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( abs( radians( radians( asin( asin( sin( tan( degrees( abs( fract( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ) ).y , degrees( abs( radians( radians( asin( asin( sin( tan( degrees( abs( fract( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( asin( ceil( a_0 ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(fract( degrees( radians( asin( log2( abs( asin( sin( tan( sin( degrees( floor( exp( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ) ).y , fract( degrees( radians( asin( log2( abs( asin( sin( tan( sin( degrees( floor( exp( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( sqrt( floor( abs( ceil( a_0 ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( cos( asin( asin( uv.y * log2( sin( tan( sin( degrees( floor( sin( fract( log2( uv ) ) ) ) ) ) ) + time) ) - floor(uv.y * log2( sin( tan( sin( degrees( floor( sin( fract( log2( uv ) ) ) ) ) ) ) + time) )) ) ) ) ) ).y , degrees( radians( cos( asin( asin( uv.y * log2( sin( tan( sin( degrees( floor( sin( fract( log2( uv ) ) ) ) ) ) ) + time) ) - floor(uv.y * log2( sin( tan( sin( degrees( floor( sin( fract( log2( uv ) ) ) ) ) ) ) + time) )) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( abs( sqrt( ceil( a_0 ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( atan(degrees( abs( radians( asin( asin( sin( abs( tan( sin( exp2( degrees( floor( exp2( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ).y , degrees( abs( radians( asin( asin( sin( abs( tan( sin( exp2( degrees( floor( exp2( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( cos( abs( radians( abs( atan( ceil( a_0 ) ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(acos( abs( degrees( log( radians( asin( exp( asin( sin( tan( sin( degrees( floor( abs( fract( uv ) ) ) ) ) ) + time) ) ) ) ) ) ) ) ).y , acos( abs( degrees( log( radians( asin( exp( asin( sin( tan( sin( degrees( floor( abs( fract( uv ) ) ) ) ) ) + time) ) ) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( ceil( radians( abs( abs( sign( abs( sign( abs( ceil( a_0 ) ) ) ) ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(abs( abs( degrees( radians( asin( tan( asin( sin( tan( floor( sin( degrees( asin( abs( log2( uv ) ) ) ) ) ) ) + time) ) * time) ) ) ) ) ).y , abs( abs( degrees( radians( asin( tan( asin( sin( tan( floor( sin( degrees( asin( abs( log2( uv ) ) ) ) ) ) ) + time) ) * time) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( sign( radians( exp( ceil( a_0 ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( sign( sign( asin( asin( sin( tan( asin( degrees( floor( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ).y , degrees( radians( sign( sign( asin( asin( sin( tan( asin( degrees( floor( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( abs( degrees( log( abs( sqrt( abs( ceil( a_0 ) ) ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sqrt( degrees( atan(log2( radians( asin( asin( sin( tan( cos( sin( degrees( floor( tan( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ).y , log2( radians( asin( asin( sin( tan( cos( sin( degrees( floor( tan( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ).x) ) );
gl_FragColor = clamp( abs( vec4( abs( tan( sign( sign( acos( abs( ceil( a_0 ) ) ) ) ) * time) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(fract( degrees( radians( asin( asin( floor( degrees( abs( sin( tan( sin( degrees( floor( abs( cos( uv ) ) ) ) ) ) + time) ) ) ) ) ) ) ) ).y , fract( degrees( radians( asin( asin( floor( degrees( abs( sin( tan( sin( degrees( floor( abs( cos( uv ) ) ) ) ) ) + time) ) ) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( exp( abs( radians( uv.y * abs( abs( floor( a_0 ) ) ) - floor(uv.y * abs( abs( floor( a_0 ) ) )) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sqrt( atan(radians( radians( asin( asin( sin( tan( fract( uv.y * sin( abs( degrees( floor( abs( log2( uv ) ) ) ) ) ) - floor(uv.y * sin( abs( degrees( floor( abs( log2( uv ) ) ) ) ) )) ) ) + time) ) ) ) ).y , radians( radians( asin( asin( sin( tan( fract( uv.y * sin( abs( degrees( floor( abs( log2( uv ) ) ) ) ) ) - floor(uv.y * sin( abs( degrees( floor( abs( log2( uv ) ) ) ) ) )) ) ) + time) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( radians( fract( abs( sin( radians( abs( abs( atan( a_0 ) ) ) ) + time) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( asin( asin( sin( tan( sin( degrees( asin( floor( sign( degrees( sign( abs( log2( uv ) ) ) ) ) ) ) ) ) ) + time) ) ) ) ).y , degrees( radians( asin( asin( sin( tan( sin( degrees( asin( floor( sign( degrees( sign( abs( log2( uv ) ) ) ) ) ) ) ) ) ) + time) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( exp( atan( sign( fract( sqrt( sign( abs( ceil( a_0 ) ) ) ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(sqrt( degrees( radians( asin( asin( degrees( tan( sin( degrees( degrees( floor( abs( abs( log2( uv ) ) ) ) ) ) ) ) ) ) ) ) ) ).y , sqrt( degrees( radians( asin( asin( degrees( tan( sin( degrees( degrees( floor( abs( abs( log2( uv ) ) ) ) ) ) ) ) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( abs( ceil( a_0 ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(log( radians( degrees( radians( degrees( asin( asin( sin( tan( abs( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ) ).y , log( radians( degrees( radians( degrees( asin( asin( sin( tan( abs( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( abs( sign( abs( abs( uv.y * abs( tan( a_0 ) ) - floor(uv.y * abs( tan( a_0 ) )) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( fract( radians( log( asin( ceil( sin( tan( sin( log2( degrees( floor( abs( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ) ).y , degrees( fract( radians( log( asin( ceil( sin( tan( sin( log2( degrees( floor( abs( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( atan( abs( log( asin( degrees( sin( abs( sin( a_0 + time) ) + time) ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( asin( tan( asin( sin( sign( abs( sin( degrees( floor( abs( abs( acos( log2( uv ) ) ) ) ) ) ) ) ) + time) ) * time) ) ) ).y , degrees( radians( asin( tan( asin( sin( sign( abs( sin( degrees( floor( abs( abs( acos( log2( uv ) ) ) ) ) ) ) ) ) + time) ) * time) ) ) ).x);
gl_FragColor = clamp( abs( vec4( abs( log2( abs( abs( ceil( a_0 ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( asin( asin( sin( tan( sin( sign( sign( sqrt( degrees( floor( atan( abs( log2( uv ) ) ) ) ) ) ) ) ) ) + time) ) ) ) ).y , degrees( radians( asin( asin( sin( tan( sin( sign( sign( sqrt( degrees( floor( atan( abs( log2( uv ) ) ) ) ) ) ) ) ) ) + time) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( radians( degrees( abs( asin( abs( acos( atan( abs( ceil( a_0 ) ) ) ) ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( abs( radians( asin( sin( abs( fract( sin( tan( uv.x * sin( degrees( floor( abs( log2( uv ) ) ) ) ) - floor(uv.x * sin( degrees( floor( abs( log2( uv ) ) ) ) )) ) + time) ) ) ) ) ) ) ).y , degrees( abs( radians( asin( sin( abs( fract( sin( tan( uv.x * sin( degrees( floor( abs( log2( uv ) ) ) ) ) - floor(uv.x * sin( degrees( floor( abs( log2( uv ) ) ) ) )) ) + time) ) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( abs( tan( ceil( a_0 ) * time) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( abs( asin( degrees( asin( sin( tan( sin( asin( degrees( floor( sign( abs( abs( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ) ).y , degrees( abs( asin( degrees( asin( sin( tan( sin( asin( degrees( floor( sign( abs( abs( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( abs( ceil( ceil( radians( a_0 ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( normalize( asin( sin( asin( abs( tan( sin( degrees( floor( abs( abs( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ).y , degrees( radians( normalize( asin( sin( asin( abs( tan( sin( degrees( floor( abs( abs( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( log( exp( asin( log2( ceil( a_0 ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( asin( asin( sin( tan( sin( floor( cos( cos( floor( abs( log2( uv ) ) ) ) / time) ) ) ) + time) ) ) ) ).y , degrees( radians( asin( asin( sin( tan( sin( floor( cos( cos( floor( abs( log2( uv ) ) ) ) / time) ) ) ) + time) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( tan( sin( uv.y * abs( ceil( a_0 ) ) - floor(uv.y * abs( ceil( a_0 ) )) * time) * time) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(abs( radians( asin( abs( asin( sin( sin( tan( sin( degrees( floor( atan( abs( log2( uv ) ) ) ) ) ) ) + time) * time) ) ) ) ) ).y , abs( radians( asin( abs( asin( sin( sin( tan( sin( degrees( floor( atan( abs( log2( uv ) ) ) ) ) ) ) + time) * time) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( uv.x * sin( abs( log( ceil( a_0 ) ) ) + time) - floor(uv.x * sin( abs( log( ceil( a_0 ) ) ) + time)) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = asin( abs( sin( atan(degrees( radians( asin( asin( sin( tan( sin( degrees( floor( abs( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ).y , degrees( radians( asin( asin( sin( tan( sin( degrees( floor( abs( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ).x) + time) ) );
gl_FragColor = clamp( abs( vec4( abs( abs( ceil( floor( ceil( a_0 ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(floor( degrees( radians( asin( asin( sin( tan( asin( fract( sqrt( uv.x * degrees( floor( abs( log2( uv ) ) ) ) - floor(uv.x * degrees( floor( abs( log2( uv ) ) ) )) ) ) ) ) + time) ) ) ) ) ).y , floor( degrees( radians( asin( asin( sin( tan( asin( fract( sqrt( uv.x * degrees( floor( abs( log2( uv ) ) ) ) - floor(uv.x * degrees( floor( abs( log2( uv ) ) ) )) ) ) ) ) + time) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( sin( abs( ceil( a_0 ) ) * time) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( abs( atan( asin( asin( abs( sin( fract( exp2( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ) ).y , degrees( radians( abs( atan( asin( asin( abs( sin( fract( exp2( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( degrees( log( abs( floor( abs( sin( asin( atan( a_0 ) ) + time) ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( degrees( asin( acos( exp2( asin( sin( tan( sin( sin( degrees( atan( abs( log2( uv ) ) ) ) ) + time) ) + time) ) ) ) ) ) ) ).y , degrees( radians( degrees( asin( acos( exp2( asin( sin( tan( sin( sin( degrees( atan( abs( log2( uv ) ) ) ) ) + time) ) + time) ) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( uv.x * ceil( a_0 ) - floor(uv.x * ceil( a_0 )) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( asin( radians( asin( asin( sin( tan( sin( sin( log( degrees( floor( abs( log( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ) ).y , degrees( asin( radians( asin( asin( sin( tan( sin( sin( log( degrees( floor( abs( log( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( asin( acos( abs( floor( cos( ceil( abs( a_0 ) ) / time) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( atan(log( degrees( exp2( radians( asin( asin( sin( tan( sin( abs( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ).y , log( degrees( exp2( radians( asin( asin( sin( tan( sin( abs( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( ceil( a_0 ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan( atan(degrees( radians( radians( asin( asin( ceil( sin( uv.x * tan( sin( degrees( sign( abs( log2( uv ) ) ) ) ) ) - floor(uv.x * tan( sin( degrees( sign( abs( log2( uv ) ) ) ) ) )) + time) ) ) ) ) ) ).y , degrees( radians( radians( asin( asin( ceil( sin( uv.x * tan( sin( degrees( sign( abs( log2( uv ) ) ) ) ) ) - floor(uv.x * tan( sin( degrees( sign( abs( log2( uv ) ) ) ) ) )) + time) ) ) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( abs( exp( uv.x * fract( sin( uv.x * a_0 - floor(uv.x * a_0) + time) ) - floor(uv.x * fract( sin( uv.x * a_0 - floor(uv.x * a_0) + time) )) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( sin( radians( atan( asin( asin( sin( tan( sin( abs( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) * time) ) + time) ) ) ) ) + time) ).y , degrees( sin( radians( atan( asin( asin( sin( tan( sin( abs( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) * time) ) + time) ) ) ) ) + time) ).x);
gl_FragColor = clamp( abs( vec4( uv.y * a_0 - floor(uv.y * a_0) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( asin( asin( cos( abs( sin( tan( tan( sin( exp( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ) ).y , degrees( radians( asin( asin( cos( abs( sin( tan( tan( sin( exp( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( acos( degrees( cos( ceil( a_0 ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( abs( radians( asin( asin( acos( sin( tan( sin( degrees( cos( fract( floor( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ) ).y , degrees( abs( radians( asin( asin( acos( sin( tan( sin( degrees( cos( fract( floor( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( sin( uv.x * abs( sin( abs( floor( ceil( a_0 ) ) ) * time) ) - floor(uv.x * abs( sin( abs( floor( ceil( a_0 ) ) ) * time) )) * time) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( atan(atan( degrees( degrees( asin( asin( sin( tan( cos( sin( degrees( floor( tan( abs( log2( uv ) ) * time) ) ) ) / time) ) + time) ) ) ) ) ).y , atan( degrees( degrees( asin( asin( sin( tan( cos( sin( degrees( floor( tan( abs( log2( uv ) ) * time) ) ) ) / time) ) + time) ) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( ceil( a_0 ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( atan(degrees( radians( asin( acos( asin( abs( sin( acos( tan( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ).y , degrees( radians( asin( acos( asin( abs( sin( acos( tan( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( sin( exp2( sin( ceil( a_0 ) + time) ) + time) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( uv.x * sin( radians( asin( ceil( sin( tan( sin( sin( tan( degrees( floor( abs( log2( uv ) ) ) ) ) ) * time) ) + time) ) ) ) * time) - floor(uv.x * sin( radians( asin( ceil( sin( tan( sin( sin( tan( degrees( floor( abs( log2( uv ) ) ) ) ) ) * time) ) + time) ) ) ) * time)) ).y , degrees( uv.x * sin( radians( asin( ceil( sin( tan( sin( sin( tan( degrees( floor( abs( log2( uv ) ) ) ) ) ) * time) ) + time) ) ) ) * time) - floor(uv.x * sin( radians( asin( ceil( sin( tan( sin( sin( tan( degrees( floor( abs( log2( uv ) ) ) ) ) ) * time) ) + time) ) ) ) * time)) ).x);
gl_FragColor = clamp( abs( vec4( ceil( a_0 ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( abs( radians( asin( asin( sin( sign( tan( sin( degrees( floor( abs( abs( sin( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ) ).y , degrees( radians( abs( radians( asin( asin( sin( sign( tan( sin( degrees( floor( abs( abs( sin( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( radians( ceil( a_0 ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( asin( exp( asin( radians( sin( tan( radians( sin( asin( floor( log2( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ) ).y , degrees( radians( asin( exp( asin( radians( sin( tan( radians( sin( asin( floor( log2( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( log2( fract( sin( uv.x * ceil( a_0 ) - floor(uv.x * ceil( a_0 )) * time) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = log( atan(degrees( radians( asin( asin( sin( sin( tan( uv.y * sin( degrees( floor( abs( sin( log2( uv ) + time) ) ) ) ) - floor(uv.y * sin( degrees( floor( abs( sin( log2( uv ) + time) ) ) ) )) ) ) + time) ) ) ) ).y , degrees( radians( asin( asin( sin( sin( tan( uv.y * sin( degrees( floor( abs( sin( log2( uv ) + time) ) ) ) ) - floor(uv.y * sin( degrees( floor( abs( sin( log2( uv ) + time) ) ) ) )) ) ) + time) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( radians( acos( abs( cos( ceil( a_0 ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( floor( sin( radians( asin( asin( sin( tan( sqrt( exp( exp( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) * time) ) ).y , degrees( floor( sin( radians( asin( asin( sin( tan( sqrt( exp( exp( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) * time) ) ).x);
gl_FragColor = clamp( abs( vec4( ceil( a_0 ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( atan(degrees( sin( tan( radians( asin( tan( sin( tan( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) + time) ) ) ) ) ) ).y , degrees( sin( tan( radians( asin( tan( sin( tan( sin( degrees( floor( abs( log2( uv ) ) ) ) ) ) + time) ) ) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( floor( abs( cos( abs( radians( abs( cos( ceil( a_0 ) ) ) ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(sqrt( log( degrees( radians( exp( asin( asin( sin( tan( sin( log( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ) ).y , sqrt( log( degrees( radians( exp( asin( asin( sin( tan( sin( log( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( acos( asin( ceil( a_0 ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sign( atan(degrees( abs( radians( asin( asin( sin( tan( asin( degrees( exp2( floor( abs( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ).y , degrees( abs( radians( asin( asin( sin( tan( asin( degrees( exp2( floor( abs( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( ceil( a_0 ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( atan(degrees( radians( sign( asin( asin( sin( sin( tan( sin( log2( floor( abs( log2( log2( uv ) ) ) ) ) ) ) + time) + time) ) ) ) ) ).y , degrees( radians( sign( asin( asin( sin( sin( tan( sin( log2( floor( abs( log2( log2( uv ) ) ) ) ) ) ) + time) + time) ) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( cos( acos( asin( sin( a_0 * time) ) ) / time) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(log( degrees( abs( radians( asin( asin( sin( tan( radians( abs( radians( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ) ).y , log( degrees( abs( radians( asin( asin( sin( tan( radians( abs( radians( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( exp2( abs( abs( ceil( a_0 ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(sign( radians( asin( asin( abs( uv.y * sin( abs( tan( sin( degrees( floor( fract( abs( log2( uv ) ) ) ) ) ) ) ) + time) - floor(uv.y * sin( abs( tan( sin( degrees( floor( fract( abs( log2( uv ) ) ) ) ) ) ) ) + time)) ) ) ) ) ).y , sign( radians( asin( asin( abs( uv.y * sin( abs( tan( sin( degrees( floor( fract( abs( log2( uv ) ) ) ) ) ) ) ) + time) - floor(uv.y * sin( abs( tan( sin( degrees( floor( fract( abs( log2( uv ) ) ) ) ) ) ) ) + time)) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( abs( abs( abs( radians( abs( abs( sin( cos( a_0 ) + time) ) ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = exp2( atan(degrees( radians( asin( asin( sin( tan( sin( sign( degrees( floor( abs( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ).y , degrees( radians( asin( asin( sin( tan( sin( sign( degrees( floor( abs( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( abs( cos( sin( ceil( a_0 ) * time) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(atan( degrees( abs( radians( degrees( asin( abs( sin( tan( sin( degrees( floor( abs( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ) ).y , atan( degrees( abs( radians( degrees( asin( abs( sin( tan( sin( degrees( floor( abs( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( cos( exp( sin( sin( ceil( a_0 ) + time) ) ) / time) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( abs( abs( uv.y * asin( asin( sin( tan( sin( degrees( floor( asin( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) - floor(uv.y * asin( asin( sin( tan( sin( degrees( floor( asin( abs( log2( uv ) ) ) ) ) ) ) + time) ) )) ) ) ).y , degrees( abs( abs( uv.y * asin( asin( sin( tan( sin( degrees( floor( asin( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) - floor(uv.y * asin( asin( sin( tan( sin( degrees( floor( asin( abs( log2( uv ) ) ) ) ) ) ) + time) ) )) ) ) ).x);
gl_FragColor = clamp( abs( vec4( degrees( abs( exp( cos( log2( cos( ceil( a_0 ) / time) ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(acos( radians( asin( asin( sin( acos( tan( sin( sin( degrees( atan( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) ) ) ) + time) ) ) ) ).y , acos( radians( asin( asin( sin( acos( tan( sin( sin( degrees( atan( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) ) ) ) + time) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( abs( sin( abs( ceil( a_0 ) ) + time) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( asin( asin( sin( tan( ceil( tan( sin( degrees( floor( atan( abs( tan( atan( uv ) ) ) ) ) ) ) ) ) ) + time) ) ) ) ).y , degrees( radians( asin( asin( sin( tan( ceil( tan( sin( degrees( floor( atan( abs( tan( atan( uv ) ) ) ) ) ) ) ) ) ) + time) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( tan( atan( abs( floor( ceil( a_0 ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( atan(floor( radians( asin( abs( asin( sin( tan( sin( sin( degrees( floor( abs( radians( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ).y , floor( radians( asin( abs( asin( sin( tan( sin( sin( degrees( floor( abs( radians( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( abs( log2( fract( ceil( a_0 ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(log( degrees( abs( radians( asin( asin( degrees( log2( tan( sin( atan( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) ) ) ) ) ) ) ) ).y , log( degrees( abs( radians( asin( asin( degrees( log2( tan( sin( atan( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) ) ) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( abs( ceil( cos( sqrt( abs( ceil( a_0 ) ) ) / time) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( radians( radians( sqrt( asin( fract( sin( tan( sin( asin( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ).y , degrees( radians( radians( sqrt( asin( fract( sin( tan( sin( asin( degrees( floor( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( abs( radians( abs( ceil( a_0 ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( atan(degrees( radians( sin( asin( sin( tan( sin( atan( degrees( sin( abs( floor( abs( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ).y , degrees( radians( sin( asin( sin( tan( sin( atan( degrees( sin( abs( floor( abs( log2( uv ) ) ) ) ) ) ) ) ) + time) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( exp( abs( log( floor( abs( ceil( a_0 ) ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(sqrt( acos( degrees( radians( asin( radians( sin( floor( tan( sin( degrees( floor( sin( abs( log2( uv ) ) + time) ) ) ) ) ) + time) ) ) ) ) ) ).y , sqrt( acos( degrees( radians( asin( radians( sin( floor( tan( sin( degrees( floor( sin( abs( log2( uv ) ) + time) ) ) ) ) ) + time) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( ceil( a_0 ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = exp( atan(fract( degrees( radians( normalize( asin( sin( tan( sqrt( sin( degrees( floor( cos( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ).y , fract( degrees( radians( normalize( asin( sin( tan( sqrt( sin( degrees( floor( cos( abs( log2( uv ) ) ) ) ) ) ) ) + time) ) ) ) ) ).x) );
gl_FragColor = clamp( abs( vec4( abs( ceil( a_0 ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( abs( radians( asin( asin( sin( tan( sin( degrees( degrees( floor( abs( uv.y * ceil( log2( uv ) ) - floor(uv.y * ceil( log2( uv ) )) ) ) ) ) ) ) + time) ) ) ) ) ).y , degrees( abs( radians( asin( asin( sin( tan( sin( degrees( degrees( floor( abs( uv.y * ceil( log2( uv ) ) - floor(uv.y * ceil( log2( uv ) )) ) ) ) ) ) ) + time) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( sqrt( abs( abs( tan( cos( asin( asin( ceil( a_0 ) ) ) / time) * time) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan(degrees( fract( radians( asin( asin( exp2( sin( log2( sin( degrees( floor( abs( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ).y , degrees( fract( radians( asin( asin( exp2( sin( log2( sin( degrees( floor( abs( abs( log2( uv ) ) ) ) ) ) ) + time) ) ) ) ) ) ).x);
gl_FragColor = clamp( abs( vec4( abs( abs( abs( log( ceil( a_0 ) ) ) ) ) , a_0 , 17. , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan( abs( abs( acos( sqrt( acos( abs( min( uv.y , uv.x ) ) ) ) ) ) ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
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![]() | float a_0 = abs( uv.y * atan( uv.y * tan( radians( min( uv.y , uv.x ) ) * time) - floor(uv.y * tan( radians( min( uv.y , uv.x ) ) * time)) ) - floor(uv.y * atan( uv.y * tan( radians( min( uv.y , uv.x ) ) * time) - floor(uv.y * tan( radians( min( uv.y , uv.x ) ) * time)) )) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = fract( abs( abs( min( uv.y , uv.x ) ) ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sin( cos( min( uv.y , uv.x ) ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan( abs( exp2( abs( uv.y - uv.x ) ) ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( tan( tan( abs( acos( sin( radians( min( uv.y , uv.x ) ) * time) ) ) ) ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = min( uv.y , uv.x );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sign( abs( pow( uv.y , uv.x ) ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = radians( abs( uv.y * abs( sign( sin( abs( min( uv.y , uv.x ) ) ) ) ) - floor(uv.y * abs( sign( sin( abs( min( uv.y , uv.x ) ) ) ) )) ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = cos( min( uv.y , uv.x ) / time);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sin( degrees( sin( abs( abs( uv.y - uv.x ) ) * time) ) * time);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( log2( abs( min( uv.y , uv.x ) ) ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = log2( abs( sign( min( uv.y , uv.x ) ) ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( abs( min( uv.y , uv.x ) ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = exp( abs( min( uv.y , uv.x ) ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = tan( asin( tan( abs( min( uv.y , uv.x ) ) * time) ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = min( uv.y , uv.x );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = cos( abs( abs( tan( min( uv.y , uv.x ) ) ) ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = degrees( log( exp( tan( min( uv.y , uv.x ) ) ) ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = uv.y - uv.x ;
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( abs( abs( log( uv.y * min( uv.y , uv.x ) - floor(uv.y * min( uv.y , uv.x )) ) ) ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sin( log( uv.x * fract( abs( tan( min( uv.y , uv.x ) ) ) ) - floor(uv.x * fract( abs( tan( min( uv.y , uv.x ) ) ) )) ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sin( abs( radians( cos( min( uv.y , uv.x ) ) ) ) + time);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = fract( abs( log2( sqrt( acos( uv.y + uv.x ) ) ) ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sign( uv.y + uv.x );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = min( uv.y , uv.x );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( min( uv.y , uv.x ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( min( uv.y , uv.x ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sin( abs( sin( pow( uv.y , uv.x ) + time) ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = exp( min( uv.y , uv.x ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = min( uv.y , uv.x );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = min( uv.y , uv.x );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( sign( sin( abs( cos( tan( uv.y * min( uv.y , uv.x ) - floor(uv.y * min( uv.y , uv.x )) * time) ) ) * time) ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sign( min( uv.y , uv.x ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = tan( acos( floor( radians( abs( floor( fract( uv.y - uv.x ) ) ) ) ) ) * time);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = uv.y + uv.x ;
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = min( uv.y , uv.x );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( fract( acos( radians( sign( abs( abs( min( uv.y , uv.x ) ) ) ) ) ) ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = uv.y * abs( min( uv.y , uv.x ) ) - floor(uv.y * abs( min( uv.y , uv.x ) ));
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sin( tan( cos( fract( min( uv.y , uv.x ) ) / time) * time) + time);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = min( uv.y , uv.x );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = degrees( min( uv.y , uv.x ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( ceil( fract( abs( exp2( abs( abs( min( uv.y , uv.x ) ) ) ) ) ) ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = floor( ceil( abs( acos( abs( atan( min( uv.y , uv.x ) ) ) ) ) ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sign( log2( abs( abs( asin( min( uv.y , uv.x ) ) ) ) ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sin( exp2( log2( abs( min( uv.y , uv.x ) ) ) ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = radians( sqrt( min( uv.y , uv.x ) ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = min( uv.y , uv.x );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( abs( exp2( cos( min( uv.y , uv.x ) / time) ) ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( min( uv.y , uv.x ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = cos( uv.y + uv.x / time);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( min( uv.y , uv.x ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = min( uv.y , uv.x );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = min( uv.y , uv.x );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sign( fract( abs( abs( uv.y * uv.x ) ) ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sin( min( uv.y , uv.x ) + time);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = min( uv.y , uv.x );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = cos( uv.y * abs( atan( mod( uv.y , uv.x ) ) ) - floor(uv.y * abs( atan( mod( uv.y , uv.x ) ) )) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = min( uv.y , uv.x );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( abs( abs( sin( min( uv.y , uv.x ) + time) ) ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( atan( min( uv.y , uv.x ) ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sqrt( radians( log2( abs( min( uv.y , uv.x ) ) ) ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( uv.x * exp( min( uv.y , uv.x ) ) - floor(uv.x * exp( min( uv.y , uv.x ) )) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = cos( abs( abs( uv.y * uv.x ) ) / time);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( min( uv.y , uv.x ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = cos( abs( sin( log2( min( uv.y , uv.x ) ) + time) ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = min( uv.y , uv.x );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = exp( atan( degrees( floor( sin( abs( uv.y * min( uv.y , uv.x ) - floor(uv.y * min( uv.y , uv.x )) ) * time) ) ) ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = min( uv.y , uv.x );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = tan( atan( log( uv.x * abs( sin( tan( uv.x * min( uv.y , uv.x ) - floor(uv.x * min( uv.y , uv.x )) * time) ) ) - floor(uv.x * abs( sin( tan( uv.x * min( uv.y , uv.x ) - floor(uv.x * min( uv.y , uv.x )) * time) ) )) ) ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = atan( cos( min( uv.y , uv.x ) / time) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = tan( abs( abs( fract( sin( ceil( abs( min( uv.y , uv.x ) ) ) * time) ) ) ) * time);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( mod( uv.y , uv.x ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( min( uv.y , uv.x ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = asin( abs( sqrt( log2( radians( floor( abs( min( uv.y , uv.x ) ) ) ) ) ) ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( abs( asin( uv.y + uv.x ) ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = log( radians( abs( sin( abs( min( uv.y , uv.x ) ) ) ) ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sqrt( abs( degrees( fract( min( uv.y , uv.x ) ) ) ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = cos( log( pow( uv.y , uv.x ) ) / time);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = log( uv.y + uv.x );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sqrt( abs( abs( acos( uv.y * uv.x * atan( min( uv.y , uv.x ) ) - floor(uv.x * atan( min( uv.y , uv.x ) )) - floor(uv.y * uv.x * atan( min( uv.y , uv.x ) ) - floor(uv.x * atan( min( uv.y , uv.x ) ))) ) ) ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = uv.y * uv.x ;
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = uv.x * abs( cos( uv.y * sin( min( uv.y , uv.x ) * time) - floor(uv.y * sin( min( uv.y , uv.x ) * time)) / time) ) - floor(uv.x * abs( cos( uv.y * sin( min( uv.y , uv.x ) * time) - floor(uv.y * sin( min( uv.y , uv.x ) * time)) / time) ));
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sin( abs( radians( log( abs( uv.x * pow( uv.y , uv.x ) - floor(uv.x * pow( uv.y , uv.x )) ) ) ) ) * time);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = min( uv.y , uv.x );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( abs( tan( abs( min( uv.y , uv.x ) ) ) ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = min( uv.y , uv.x );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sign( uv.x * pow( uv.y , uv.x ) - floor(uv.x * pow( uv.y , uv.x )) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sin( min( uv.y , uv.x ) * time);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = min( uv.y , uv.x );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = asin( ceil( uv.y - uv.x ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = radians( abs( abs( fract( min( uv.y , uv.x ) ) ) ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( cos( sin( abs( log2( min( uv.y , uv.x ) ) ) ) / time) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = abs( abs( min( uv.y , uv.x ) ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = tan( exp2( abs( acos( min( uv.y , uv.x ) ) ) ) * time);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = log2( uv.y - uv.x );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = cos( asin( abs( abs( abs( uv.y + uv.x ) ) ) ) );
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = sin( atan( sin( log( abs( min( uv.y , uv.x ) ) ) * time) ) * time);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = uv.y - uv.x ;
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |
![]() | float a_0 = tan( min( uv.y , uv.x ) * time);
gl_FragColor = clamp( abs( vec4( a_0 , a_0 , uv.x , 1. ) ),0.,1.); Copy code for |