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✎ Neon Grid
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Vertex Shader
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attribute vec2 a_position; void main() { gl_Position = vec4(a_position, 0.0, 1.0); }
Fragment Shader
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precision mediump float; uniform float u_time; uniform vec2 u_resolution; uniform vec2 u_mouseNorm; uniform float u_audioLow; uniform float u_audioMid; void main() { vec2 uv = gl_FragCoord.xy / u_resolution.xy; vec2 p = (uv - 0.5) * vec2(u_resolution.x/u_resolution.y, 1.0); float t = u_time * 0.5; vec3 col = vec3(0.02, 0.0, 0.05); float horizon = 0.3 + sin(t * 0.3) * 0.1; float perspective = 1.0 / (p.y + horizon); float gridX = p.x * perspective * 8.0 + t * 2.0; float gridY = perspective * 8.0 + t * 3.0; float grid = step(0.95, fract(gridX)) + step(0.95, fract(gridY)); float fade = smoothstep(0.0, horizon, p.y + horizon); vec3 gridCol = vec3(0.0, 0.8, 1.0) * grid * fade; gridCol += vec3(1.0, 0.0, 0.5) * grid * fade * u_audioLow; gridCol += vec3(0.5, 1.0, 0.0) * grid * fade * u_audioMid * 0.5; float sun = smoothstep(0.15, 0.0, abs(p.y + horizon - 0.05)); col += vec3(1.0, 0.3, 0.6) * sun; col += gridCol; float mouseDist = length(uv - u_mouseNorm); col += vec3(0.5, 0.0, 1.0) * smoothstep(0.3, 0.0, mouseDist) * 0.3; gl_FragColor = vec4(col, 1.0); }
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