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Noise grid v1 — Basic

The family's first frame: one dot per cell, pushed off its centre by a Perlin field, coloured by the angle it was pushed at.

2dshadersnoise

One constant-size dot per cell, displaced from the cell centre by the sine and cosine of the noise angle, so dots wander into their neighbours' cells. Colour comes from the same angle, with the hue spread by a cycling sequence and the opacity following the cosine.

That crossing is why this one is instanced rather than drawn per pixel: each dot is its own quad, uploaded once and rebuilt on the GPU in grid order, so the overlaps stack in the original's draw order at any density.