#ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; // Created by inigo quilez - iq/2013 // License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. // http://iquilezles.org/www/articles/voronoise/voronoise.htm vec3 hash3( vec2 p ) { vec3 q = vec3( dot(p,vec2(127.1,311.7)), dot(p,vec2(269.5,183.3)), dot(p,vec2(419.2,371.9)) ); return fract(sin(q)*43758.5453); } float iqnoise( in vec2 x, float u, float v ) { vec2 p = floor(x); vec2 f = fract(x); float k = 1.0+63.0*pow(1.0-v,4.0); float va = 0.0; float wt = 0.0; for (int j=-2; j<=2; j++) { for (int i=-2; i<=2; i++) { vec2 g = vec2(float(i),float(j)); vec3 o = hash3(p + g)*vec3(u,u,1.0); vec2 r = g - f + o.xy; float d = dot(r,r); float ww = pow( 1.0-smoothstep(0.0,1.414,sqrt(d)), k ); va += o.z*ww; wt += ww; } } return va/wt; } void main() { vec2 st = gl_FragCoord.xy/u_resolution.xy; st.x *= u_resolution.x/u_resolution.y; vec3 color = vec3(0.0); st *= 10.; float n = iqnoise(st, u_mouse.x/u_resolution.x, u_mouse.y/u_resolution.y); gl_FragColor = vec4(vec3(n),1.0); }