Shaders breakdown is a way to deconstruct and analyze my thought process. Here's a breakdown, line by line.

Here is a basic noise function, or a way to get random-ish on the GPU. We need to look at how Hash functions are defined in shaders. The proper way is to use HashXY, where X is the input vector dimension and Y is the output dimension.

```
#define RING 50.
vec2 Hash12(float t) {
float x = fract(sin(t * 674.3) * 453.2);
float y = fract(sin(t * 2674.3) * 453.2);
return vec2(x,y);
}
// Basic noise function for randomness on GPU
```

In short, you can read those shader codes as HashXY, where X is the dimension of input and Y is the dimension of output on a vector level. It's not unusual to see these kinds of functions for multidimensional randomness. You can map any dimension to any dimension, but the most useful tool is a single float to multiple outputs, which is incredible for linear algebra and transformations.

```
vec2 Hash12(float t/*input*/) {
return x;
}
// Example of a Hash function in shaders
```

Now, let's make it 2D. This involves adjusting the Hash function to work with two-dimensional inputs.

```
#define RING 50.
vec2 Hash12(float t) {
float x = fract(sin(t * 674.3) * 453.2);
float y = fract(sin(t * 2674.3) * 453.2);
return vec2(x,y);
}
// Function for 2D randomness
```

The 'mainImage' function is where the magic happens. It's responsible for generating the final image based on the UV coordinates and other shader inputs.

```
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
// ... (rest of the shader code)
}
// Main function for generating the image
```

The 'layer1' function is a crucial part of the shader, contributing to the color accumulation and overall visual effect.

```
vec3 layer1(vec2 uv)
{
// ... (rest of the shader code)
}
// Layer function for color accumulation
```

This concludes the breakdown of the shader code, providing insights into the thought process and techniques used in shader programming.