// 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); float m_dist = 1.; // minimun distance for (int j= -1; j <= 1; j++) { for (int i= -1; i <= 1; i++) { // Neighbor place in the grid vec2 neighbor = vec2(float(i),float(j)); // Random position from current + neighbor place in the grid vec2 offset = random2(i_st + neighbor); // Animate the offset offset = 0.5 + 0.5*sin(u_time + 6.2831*offset); // Position of the cell vec2 pos = neighbor + offset - f_st; // Cell distance float dist = length(pos); // Keep the closer distance m_dist = min(m_dist, dist); } } // Draw the min distance (distance field) color += m_dist; // Draw cell center color += 1.-step(.02, m_dist); // Draw grid color.r += step(.98, f_st.x) + step(.98, f_st.y); // Show isolines // color -= step(.7,abs(sin(27.0*m_dist)))*.5; gl_FragColor = vec4(color,1.0); }