2016-05-02 21:19:51 +00:00
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// Author: @patriciogv
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// Title: CellularNoise
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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vec2 random2( vec2 p ) {
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return fract(sin(vec2(dot(p,vec2(127.1,311.7)),dot(p,vec2(269.5,183.3))))*43758.5453);
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}
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution.xy;
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st.x *= u_resolution.x/u_resolution.y;
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vec3 color = vec3(.0);
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2017-08-19 10:11:58 +00:00
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// Scale
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2016-05-02 21:19:51 +00:00
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st *= 3.;
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2017-08-19 10:11:58 +00:00
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2016-05-02 21:19:51 +00:00
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// Tile the space
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vec2 i_st = floor(st);
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vec2 f_st = fract(st);
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2016-05-03 13:41:52 +00:00
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vec2 point = random2(i_st);
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vec2 diff = point - f_st;
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2017-08-19 10:11:58 +00:00
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2016-05-03 13:41:52 +00:00
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float dist = length(diff);
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2016-05-02 21:19:51 +00:00
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// Draw the min distance (distance field)
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2016-05-03 13:41:52 +00:00
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color += dist;
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2016-05-02 21:19:51 +00:00
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// Draw cell center
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2016-05-03 13:41:52 +00:00
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color += 1.-step(.02, dist);
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2017-08-19 10:11:58 +00:00
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2016-05-02 21:19:51 +00:00
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// Draw grid
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color.r += step(.98, f_st.x) + step(.98, f_st.y);
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2017-08-19 10:11:58 +00:00
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2016-05-02 21:19:51 +00:00
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// Show isolines
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2016-05-03 13:41:52 +00:00
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// color -= step(.7,abs(sin(27.0*dist)))*.5;
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2017-08-19 10:11:58 +00:00
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2016-05-02 21:19:51 +00:00
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gl_FragColor = vec4(color,1.0);
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2017-08-19 10:11:58 +00:00
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}
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