Wireframe Tendrils Shader

Really simple shaders that produce a lovely fluid effect. I map the RGB values of a seamless color Perlin Noise texture to the xyz positions of the vertices in a plane. I then render it wireframe and apply the color of the original texture to each vertex, and slowly pan the original texture across to make each vertex essentially flow along the lines of the texture. There are over 250,000 vertices in this simulation.