JSFiddle - React, Tailwind, and code Playground

by Brian Blakely

HTML

<script src="//cdnjs.cloudflare.com/ajax/libs/pixi.js/3.0.6/pixi.min.js"></script>

JavaScript

// create a renderer instance.
var renderer = PIXI.autoDetectRenderer(400, 300, {
    antialias: true,
    transparent: true
});

var gfx = new PIXI.Graphics();
gfx.beginFill(0xFF0000);
gfx.drawRoundedRect(50,50,100,50,10);
gfx.endFill();

var shader = [

    "precision lowp float;",
		"uniform sampler2D tDiffuse;",
		"uniform float time;",
		"uniform float distortion;",
		"uniform float distortion2;",
		"uniform float speed;",
		"uniform float rollSpeed;",
		"varying vec2 vUv;",
		
		// Start Ashima 2D Simplex Noise

		"vec3 mod289(vec3 x) {",
		"  return x - floor(x * (1.0 / 289.0)) * 289.0;",
		"}",

		"vec2 mod289(vec2 x) {",
		"  return x - floor(x * (1.0 / 289.0)) * 289.0;",
		"}",

		"vec3 permute(vec3 x) {",
		"  return mod289(((x*34.0)+1.0)*x);",
		"}",

		"float snoise(vec2 v)",
		"  {",
		"  const vec4 C = vec4(0.211324865405187,  // (3.0-sqrt(3.0))/6.0",
		"                      0.366025403784439,  // 0.5*(sqrt(3.0)-1.0)",
		"                     -0.577350269189626,  // -1.0 + 2.0 * C.x",
		"                      0.024390243902439); // 1.0 / 41.0",
		"  vec2 i  = floor(v + dot(v, C.yy) );",
		"  vec2 x0 = v -   i + dot(i, C.xx);",

		"  vec2 i1;",
		"  i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);",
		"  vec4 x12 = x0.xyxy + C.xxzz;",
		" x12.xy -= i1;",

		"  i = mod289(i); // Avoid truncation effects in permutation",
		"  vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))",
		"		+ i.x + vec3(0.0, i1.x, 1.0 ));",

		"  vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);",
		"  m = m*m ;",
		"  m = m*m ;",

		"  vec3 x = 2.0 * fract(p * C.www) - 1.0;",
		"  vec3 h = abs(x) - 0.5;",
		"  vec3 ox = floor(x + 0.5);",
		"  vec3 a0 = x - ox;",

		"  m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );",

		"  vec3 g;",
		"  g.x  = a0.x  * x0.x  + h.x  * x0.y;",
		"  g.yz = a0.yz * x12.xz + h.yz * x12.yw;",
		"  return 130.0 * dot(m, g);",
		"}",

		// End Ashima 2D Simplex Noise

		"void main()...