// Author: @patriciogv // Title: 4 cells voronoi #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.; // minimum distance vec2 m_point; // minimum position // Iterate through the points positions for (int i = 0; i < 5; i++) { float dist = distance(st, point[i]); if ( dist < m_dist ) { // Keep the closer distance m_dist = dist; // Kepp the position of the closer point m_point = point[i]; } } // Add distance field to closest point center color += m_dist*2.; // tint acording the closest point position color.rg = m_point; // Show isolines color -= abs(sin(80.0*m_dist))*0.07; // Draw point center color += 1.-step(.02, m_dist); gl_FragColor = vec4(color,1.0); }