Stacked jagged strata lit from above and wrapped in iridescent fog, a soft pulse of light rolling down through them once per loop, split into orange and azure fringes by a per-channel displacement, with light streaks that rise along the curved layers and bloom. The classic animated-ramp-displaced-by-animated-noise look rebuilt on the GPU: a Ramp TOP, three GLSL TOPs (one writing three color buffers), two Render Select TOPs and a Bloom TOP, looping seamlessly.
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Two suns dance like magnets in deep space, colliding in golden explosions while globs of zero-g water cling to the large one, get flung off and drift back. A two-body simulation in a tiny GLSL feedback texture drives reaction-diffusion flares, a GPU fluid, refracting metaball water and POP sparks, all finished with a film pass.
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.
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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