float radious = 6;
float time = 0.0;
float noiseDrawX = random(100);
float noiseDrawY = random(100);
float noiseColorRX = random(100);
float noiseColorRY = random(100);
float noiseColorGX = random(100);
float noiseColorGY = random(100);
float noiseColorBX = random(100);
float noiseColorBY = random(100);
void setup(){
size(480, 480);
smooth();
frameRate(30);
}
void draw(){
background(32);
noStroke();
for(float x = 0; x < width; x += radious){
for(float y = 0; y < height; y += radious){
if(noise(noiseDrawX + x * 0.01, noiseDrawY + y * 0.02, time) < 0.5){
color c = color(map(noise(noiseColorRX + x * 0.01, noiseColorRY + y * 0.01, time), 0, 1, 0, 255),
map(noise(noiseColorGX + x * 0.01, noiseColorGY + y * 0.01, time), 0, 1, 0, 255),
map(noise(noiseColorBX + x * 0.01, noiseColorBY + y * 0.01, time), 0, 1, 0, 255));
fill(c);
ellipse(radious / 2 + x, radious / 2 + y, radious * 0.8, radious * 0.8);
}
}
}
time += 0.01;
}