// Author: @patriciogv // Title: CellularNoise #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); // Scale st *= 3.; // Tile the space vec2 i_st = floor(st); vec2 f_st = fract(st); vec2 point = random2(i_st); vec2 diff = point - f_st; float dist = length(diff); // Draw the min distance (distance field) color += dist; // Draw cell center color += 1.-step(.02, dist); // Draw grid color.r += step(.98, f_st.x) + step(.98, f_st.y); // Show isolines // color -= step(.7,abs(sin(27.0*dist)))*.5; gl_FragColor = vec4(color,1.0); }