Shader Toy
Live GLSL against a full-screen quad, plus parametric geometry in front of it. Edit the fragment shader in the panel and it recompiles as you type, with uTime, uResolution and uMouse already bound and any custom uniform you name available as a slider. Three starting programs are one click away. The quad is parented to the camera with depth writes off, so it stays a true background while superformula surfaces, L-system growth and instanced scatters render over it — those regenerate deterministically from a small spec, so a saved track carries the recipe rather than baked vertices. Pause freezes uTime for a still. Ships blank: the program and the geometry are yours.