thebookofshaders/12/vorono-01.frag

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// Author: @patriciogv
// Title: Simple Voronoi
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
vec2 random2( vec2 p ) {
return fract(sin(vec2(dot(p,vec2(127.1,311.7)),dot(p,vec2(269.5,183.3))))*43758.5453);
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st.x *= u_resolution.x/u_resolution.y;
vec3 color = vec3(.0);
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// Scale
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st *= 5.;
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// Tile the space
vec2 i_st = floor(st);
vec2 f_st = fract(st);
float m_dist = 10.; // minimun distance
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vec2 m_point; // minimum point
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for (int j=-1; j<=1; j++ ) {
for (int i=-1; i<=1; i++ ) {
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vec2 neighbor = vec2(float(i),float(j));
vec2 point = random2(i_st + neighbor);
point = 0.5 + 0.5*sin(u_time + 6.2831*point);
vec2 diff = neighbor + point - f_st;
float dist = length(diff);
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if( dist < m_dist ) {
m_dist = dist;
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m_point = point;
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}
}
}
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// Assign a color using the closest point position
color += dot(m_point,vec2(.3,.6));
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// Add distance field to closest point center
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// color.g = m_dist;
// Show isolines
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color -= abs(sin(40.0*m_dist))*0.07;
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// Draw cell center
color += 1.-step(.05, m_dist);
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// Draw grid
color.r += step(.98, f_st.x) + step(.98, f_st.y);
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gl_FragColor = vec4(color,1.0);
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}