ISF - Shadertoy - maybeeeeee wtjXzW
# define PI 3.141592653589793
float rand(vec2 co){
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
void main() {
vec2 uv = gl_FragCoord.xy/RENDERSIZE.y;
vec2 u = fract(uv.xy*5.);
vec2 s = fract(uv.xy*10.+0.5);
u-=0.5;
vec2 g = TIME*0.2+floor(uv*5.);
float r = .7;
float angle = PI*0.25+floor(rand(floor(g))*5.)*PI*.5;
u.x+=sin(angle)*r;
u.y+=cos(angle)*r;
float d = length(u);
float k = smoothstep(d,d*2.0,0.5);
k =fract(d*angle/11.1 - TIME*sin(angle*123.4)*0.1);
k -= step(length(s-0.5),0.02);
k= floor(k+0.5);
gl_FragColor = vec4(k);
}