thebookofshaders/12/2d-cnoise.frag

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2016-05-04 10:28:52 +00:00
// Author: Stefan Gustavson
// Title: Classic 2D cellular noise
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform float u_time;
// Permutation polynomial: (34x^2 + x) mod 289
vec3 permute(vec3 x) {
return mod((34.0 * x + 1.0) * x, 289.0);
}
// Cellular noise, returning F1 and F2 in a vec2.
// Standard 3x3 search window for good F1 and F2 values
vec2 cellular(vec2 P) {
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#define K 0.142857142857 // 1/7
#define Ko 0.428571428571 // 3/7
#define jitter 1.0 // Less gives more regular pattern
vec2 Pi = mod(floor(P), 289.0);
vec2 Pf = fract(P);
vec3 oi = vec3(-1.0, 0.0, 1.0);
vec3 of = vec3(-0.5, 0.5, 1.5);
vec3 px = permute(Pi.x + oi);
vec3 p = permute(px.x + Pi.y + oi); // p11, p12, p13
vec3 ox = fract(p*K) - Ko;
vec3 oy = mod(floor(p*K),7.0)*K - Ko;
vec3 dx = Pf.x + 0.5 + jitter*ox;
vec3 dy = Pf.y - of + jitter*oy;
vec3 d1 = dx * dx + dy * dy; // d11, d12 and d13, squared
p = permute(px.y + Pi.y + oi); // p21, p22, p23
ox = fract(p*K) - Ko;
oy = mod(floor(p*K),7.0)*K - Ko;
dx = Pf.x - 0.5 + jitter*ox;
dy = Pf.y - of + jitter*oy;
vec3 d2 = dx * dx + dy * dy; // d21, d22 and d23, squared
p = permute(px.z + Pi.y + oi); // p31, p32, p33
ox = fract(p*K) - Ko;
oy = mod(floor(p*K),7.0)*K - Ko;
dx = Pf.x - 1.5 + jitter*ox;
dy = Pf.y - of + jitter*oy;
vec3 d3 = dx * dx + dy * dy; // d31, d32 and d33, squared
// Sort out the two smallest distances (F1, F2)
vec3 d1a = min(d1, d2);
d2 = max(d1, d2); // Swap to keep candidates for F2
d2 = min(d2, d3); // neither F1 nor F2 are now in d3
d1 = min(d1a, d2); // F1 is now in d1
d2 = max(d1a, d2); // Swap to keep candidates for F2
d1.xy = (d1.x < d1.y) ? d1.xy : d1.yx; // Swap if smaller
d1.xz = (d1.x < d1.z) ? d1.xz : d1.zx; // F1 is in d1.x
d1.yz = min(d1.yz, d2.yz); // F2 is now not in d2.yz
d1.y = min(d1.y, d1.z); // nor in d1.z
d1.y = min(d1.y, d2.x); // F2 is in d1.y, we're done.
return sqrt(d1.xy);
}
void main(void) {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st *= 10.;
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vec2 F = cellular(st+vec2(u_time,0.));
float facets = 0.1+(F.y-F.x);
float dots = smoothstep(0.05, 0.1, F.x);
float n = facets * dots;
gl_FragColor = vec4(n, n, n, 1.0);
}