A Tibetan-thangka mandala. Thirty-two parameterised layers of POP geometry merge into three streams that three GLSL POPs draw in one pass each, reading every layer's settings from a CHOP texture buffer, so the whole image costs about a millisecond a frame. A GLSL scrollwork texture grows outward beneath the elements on a quad inside the render, and a final GLSL pass ages it with patchy wear and shimmering specks; Loop mode snaps every rate so renders repeat exactly.
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A flowing GPU plasma. Two sine-wave fields at slightly detuned scales beat against each other into shimmering moire fringes, a slow rotating domain warp bends the coordinates into liquid motion, and the result is mapped through a cyclic cosine palette. Self-contained and stateless - one GLSL TOP, no input, no feedback - so it drops in anywhere as a VJ loop, texture, or displacement source.
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