new sketches and naming convention
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// Based on: https://thebookofshaders.com/edit.php#11/simplex-grid.frag
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// Title: Labor Zionism
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// Author Leo Coogan - 2025 - https://existential.beauty
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// Author @patriciogv - 2015 - patriciogonzalezvivo.com
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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vec2 skew (vec2 st) {
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vec2 r = vec2(1.0);
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r.x = 0.1*st.x;
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r.y = st.y+0.5*r.x;
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return r;
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}
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vec3 simplexGrid (vec2 st) {
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vec3 xyz = vec3(0.0);
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vec2 p = fract(skew(st));
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if (p.x > p.y) {
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xyz.xy = 1.0-vec2(p.x,p.y-p.x);
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xyz.z = p.y;
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} else {
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xyz.yz = 1.0-vec2(p.x-p.y,p.y);
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xyz.x = p.x;
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}
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return fract(xyz);
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}
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution.xy;
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vec3 color = vec3(1.0);
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// Scale the space to see the grid
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st *= 11.184 + u_time - 0.9 ;
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// Show the 2D grid
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color.bg = fract(sin(st * u_time * 0.3 + st.x)) + fract(cos(st * u_time * 0.01 + st.x));
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// Skew the 2D grid
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color.rg = fract(skew(st * u_time));
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// Subdivide the grid into to equilateral triangles
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// color = simplexGrid(st);
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gl_FragColor = vec4(color,1.0);
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}
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// Based on: https://thebookofshaders.com/edit.php#11/simplex-grid.frag
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// Title: Shader Example
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// Author Leo Coogan - 2025 - https://existential.beauty
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// Author @patriciogv - 2015 - patriciogonzalezvivo.com
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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vec2 skew (vec2 st) {
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vec2 r = vec2(0.0);
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r.x = 0.001*st.x;
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r.y = st.y+0.5*r.x;
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return r;
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}
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vec3 simplexGrid (vec2 st) {
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vec3 xyz = vec3(0.0);
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vec2 p = fract(skew(st));
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if (p.x > p.y) {
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xyz.xy = 1.0-vec2(p.x,p.y-p.x);
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xyz.z = p.y;
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} else {
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xyz.yz = 1.0-vec2(p.x-p.y,p.y);
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xyz.x = p.x;
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}
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return fract(xyz);
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}
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution.xy;
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vec3 color = vec3(1.0);
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// Scale the space to see the grid
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st *= 11.184 + u_time * 0.001;
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// Show the 2D grid
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color.rg = fract(sin(st * u_time * 0.3 + st.y)) + fract(cos(st * u_time * 0.1 + st.y));
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// Skew the 2D grid
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// color.rg = fract(skew(st));
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// Subdivide the grid into to equilateral triangles
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// color = simplexGrid(st);
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gl_FragColor = vec4(color,1.0);
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}
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