Diffusion limited aggregation gone wrong. Half a million floating points projected on a texture that is then diffused multiple times to lower resolution textures. With the gradients from the blurred projection, small scale local maxima attract, and larger scale aggregations repel the other kinetic particles. The other channels in the diffused texture are not used, so consider this a seedling for more elaborate experiments.
Shout-outs to Evgeny Demidov's original fluid simulation shader code
and Matt DesLauriers' take on multi-pass Gaussian blurring
Listening recommendation: Syd Barrett - Milky Way (Outtake)
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