// Author @patriciogv - 2015 #ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform float u_time; uniform sampler2D u_tex; vec4 permute(vec4 x) { return mod((34.0 * x + 1.0) * x, 289.0); } vec2 cellular2x2(vec2 P) { #define K 0.142857142857 // 1/7 #define K2 0.0714285714285 // K/2 #define jitter 0.8 // jitter 1.0 makes F1 wrong more often vec2 Pi = mod(floor(P), 289.0); vec2 Pf = fract(P); vec4 Pfx = Pf.x + vec4(-0.5, -1.5, -0.5, -1.5); vec4 Pfy = Pf.y + vec4(-0.5, -0.5, -1.5, -1.5); vec4 p = permute(Pi.x + vec4(0.0, 1.0, 0.0, 1.0)); p = permute(p + Pi.y + vec4(0.0, 0.0, 1.0, 1.0)); vec4 ox = mod(p, 7.0)*K+K2; vec4 oy = mod(floor(p*K),7.0)*K+K2; vec4 dx = Pfx + jitter*ox; vec4 dy = Pfy + jitter*oy; vec4 d = dx * dx + dy * dy; // d11, d12, d21 and d22, squared // Sort out the two smallest distances #if 0 // Cheat and pick only F1 d.xy = min(d.xy, d.zw); d.x = min(d.x, d.y); return d.xx; // F1 duplicated, F2 not computed #else // Do it right and find both F1 and F2 d.xy = (d.x < d.y) ? d.xy : d.yx; // Swap if smaller d.xz = (d.x < d.z) ? d.xz : d.zx; d.xw = (d.x < d.w) ? d.xw : d.wx; d.y = min(d.y, d.z); d.y = min(d.y, d.w); return sqrt(d.xy); #endif } float getIntensity(vec2 u){ vec3 a = texture2D(u_tex,u).xyz; return (a.x+a.y+a.z)/3.0; } void main(void) { vec2 st = gl_FragCoord.xy/u_resolution.xy; float n = 1.0; vec2 F = cellular2x2(st*100.); float pct = 1.0-texture2D(u_tex,st).r; n = step(pct,F.x*2.); vec2 p = vec2(2./u_resolution.xy); float avg = 0.0; avg += getIntensity(st+vec2(p.x,0.0)); avg += getIntensity(st+vec2(-p.x,0.0)); avg += getIntensity(st+vec2(0.0,p.y)); avg += getIntensity(st+vec2(0.0,-p.y)); avg += getIntensity(st+vec2(p.x,p.y)); avg += getIntensity(st+vec2(-p.x,-p.y)); avg += getIntensity(st+vec2(p.x,-p.y)); avg += getIntensity(st+vec2(-p.x,p.y)); avg /= 8.0; float edge = (1.0-getIntensity(st)) + avg; edge = (1.0 - edge)*10.0; n -= edge; gl_FragColor = vec4(n, n, n, 1.0); }