// 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); // Scale st *= 5.; // Tile the space vec2 i_st = floor(st); vec2 f_st = fract(st); float m_dist = 10.; // minimun distance vec2 m_point; // minimum point for (int j=-1; j<=1; j++ ) { for (int i=-1; i<=1; i++ ) { 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); if( dist < m_dist ) { m_dist = dist; m_point = point; } } } // Assign a color using the closest point position color += dot(m_point,vec2(.3,.6)); // Add distance field to closest point center // color.g = m_dist; // Show isolines color -= abs(sin(40.0*m_dist))*0.07; // Draw cell center color += 1.-step(.05, m_dist); // Draw grid color.r += step(.98, f_st.x) + step(.98, f_st.y); gl_FragColor = vec4(color,1.0); }