// Author: @patriciogv // Title: 4 cells DF #ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; void main() { vec2 st = gl_FragCoord.xy/u_resolution.xy; st.x *= u_resolution.x/u_resolution.y; vec3 color = vec3(.0); // Cell positions vec2 point[5]; point[0] = vec2(0.83,0.75); point[1] = vec2(0.60,0.07); point[2] = vec2(0.28,0.64); point[3] = vec2(0.31,0.26); point[4] = u_mouse/u_resolution; float m_dist = 1.; // minimun distance // Iterate through the points positions for (int i = 0; i < 5; i++) { float dist = distance(st, point[i]); // Keep the closer distance m_dist = min(m_dist, dist); } // Draw the min distance (distance field) color += m_dist; // Show isolines // color -= step(.7,abs(sin(50.0*m_dist)))*.3; gl_FragColor = vec4(color,1.0); }