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// Playground — lygia #includes resolve via /api/preprocess. // Pick any lygia file in the left panel to load it. // Uniforms (u_time, u_resolution, u_mouse, u_bass, u_mid, u_treble, u_level) // and outColor are auto-injected by the runtime — don't redeclare them. #include "lygia/color/palette/spectral.glsl" #include "lygia/generative/snoise.glsl" void main() { vec2 uv = (gl_FragCoord.xy - 0.5 * u_resolution) / min(u_resolution.x, u_resolution.y); // domain-warped FBM with spectral palette vec2 q = vec2(snoise(uv * 2.0 + u_time * 0.1), snoise(uv * 2.0 + vec2(3.7, 1.2) - u_time * 0.1)); float f = snoise(uv * 2.0 + 2.0 * q); vec3 col = spectral(f + u_time * 0.05); // bass pump col += vec3(0.5, 0.1, 0.8) * u_bass * 0.4; outColor = vec4(col, 1.0); }