#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://www.iquilezles.org/www/articles/voronoilines/voronoilines.htm vec2 random2( vec2 p ) { return fract(sin(vec2(dot(p,vec2(127.1,311.7)),dot(p,vec2(269.5,183.3))))*43758.5453); } #define ANIMATE vec3 voronoi( in vec2 x ) { vec2 n = floor(x); vec2 f = fract(x); // first pass: regular voronoi vec2 mg, mr; float md = 8.0; for (int j=-1; j<=1; j++ ) { for (int i=-1; i<=1; i++ ) { vec2 g = vec2(float(i),float(j)); vec2 o = random2( n + g ); #ifdef ANIMATE o = 0.5 + 0.5*sin( u_time + 6.2831*o ); #endif vec2 r = g + o - f; float d = dot(r,r); if( d0.00001 ) md = min( md, dot( 0.5*(mr+r), normalize(r-mr) ) ); } } return vec3( md, mr ); } void main() { vec2 st = gl_FragCoord.xy/u_resolution.xy; vec3 color = vec3(0.0); vec3 c = voronoi( 8.0*st ); // isolines color = c.x*(0.5 + 0.5*sin(64.0*c.x))*vec3(1.0); // borders color = mix( vec3(1.0), color, smoothstep( 0.01, 0.02, c.x ) ); // feature points float dd = length( c.yz ); color += vec3(1.)*(1.0-smoothstep( 0.0, 0.04, dd)); gl_FragColor = vec4(color,1.0); }