ISF - Shadertoy - metal rain tl2XD1
const int octaves = 4;
float sinnoise(vec3 loc){
float t = TIME*0.2;
vec3 p = loc;
for (int i=0; i<octaves; i++){
p += cos( p.xxz * 3. + vec3(0., t, 1.6)) / 3.;
p += sin( p.yzz + t + vec3(t, 1.6, 0.)) / 2.;
p *= 1.3;
}
p += fract(sin(p+vec3(13, 7, 3))*5e5)*.03-.015;
return dot(p, p);
}
void main() {
vec2 uv = .92*(gl_FragCoord.xy - 0.5 * RENDERSIZE.xy) / min(RENDERSIZE.y, RENDERSIZE.x);
float shade = sinnoise(vec3(uv * 5., 1.));
shade = sin(shade) * .53 + .46;
gl_FragColor = vec4(vec3(shade),1.0);
}