This is basicly a mix of Kjell's duel texture shader (above, I did not realise how easy it is to blend textures in a shader, more simple shader examples please!) with that simple 2d fog shader I posted in tipsN'tricks for the color fading,. it just uses the nifty mix function ( mix( genType, genType, float ) in this case it takes colors as vec4) to mix the colors based on the gl_Position.z. Then it just paintes that tube geometry for my old tube shooter,. layerd 3X,. each scaled, and with z rotation offset by some noise,. . so a bunch of techniques I been playing around with all mashed together.
I was trying to emulate some of what Minter is doing with that Neon back drop in GRR,. think I got enouph working to do some cool bits with this system

I need to work on my geometry skills some as I still have only a vague understanding of how the 3d Expression generation works,. 3d math is though,. and I am getting a bit deeper into the shaders,. but also lots in there to figure out too.