pixels = W:1024 H:1024

x = from -1 to 1 W
y = from -1 to 1 H

d = length2(x, y)

start = 0.5
end = 0.9
foot = 0.1
p = smoothstep(start, start+foot, d) * (1 - smoothstep(end - foot, end, d))

s = 10
k = tex_iquilezles_fbm2(x*s, y*s)

s = 37
q = tex_noise_warping_2d(x*s, y*s, 2)

w =0.8
t = k*w + q*(1 - w)

r = t*p
g = r
b = r
	
