mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-05 21:21:06 +00:00
67 lines
2.1 KiB
GLSL
Executable File
67 lines
2.1 KiB
GLSL
Executable File
// Author @patriciogv - 2015
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec2 u_resolution;
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uniform float u_time;
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// Permutation polynomial: (34x^2 + x) mod 289
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vec3 permute(vec3 x) {
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return mod((34.0 * x + 1.0) * x, 289.0);
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}
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// Cellular noise, returning F1 and F2 in a vec2.
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// Standard 3x3 search window for good F1 and F2 values
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vec2 cellular(vec2 P) {
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#define K 0.142857142857 // 1/7
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#define Ko 0.428571428571 // 3/7
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#define jitter 1.0 // Less gives more regular pattern
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vec2 Pi = mod(floor(P), 289.0);
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vec2 Pf = fract(P);
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vec3 oi = vec3(-1.0, 0.0, 1.0);
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vec3 of = vec3(-0.5, 0.5, 1.5);
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vec3 px = permute(Pi.x + oi);
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vec3 p = permute(px.x + Pi.y + oi); // p11, p12, p13
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vec3 ox = fract(p*K) - Ko;
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vec3 oy = mod(floor(p*K),7.0)*K - Ko;
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vec3 dx = Pf.x + 0.5 + jitter*ox;
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vec3 dy = Pf.y - of + jitter*oy;
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vec3 d1 = dx * dx + dy * dy; // d11, d12 and d13, squared
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p = permute(px.y + Pi.y + oi); // p21, p22, p23
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ox = fract(p*K) - Ko;
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oy = mod(floor(p*K),7.0)*K - Ko;
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dx = Pf.x - 0.5 + jitter*ox;
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dy = Pf.y - of + jitter*oy;
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vec3 d2 = dx * dx + dy * dy; // d21, d22 and d23, squared
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p = permute(px.z + Pi.y + oi); // p31, p32, p33
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ox = fract(p*K) - Ko;
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oy = mod(floor(p*K),7.0)*K - Ko;
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dx = Pf.x - 1.5 + jitter*ox;
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dy = Pf.y - of + jitter*oy;
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vec3 d3 = dx * dx + dy * dy; // d31, d32 and d33, squared
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// Sort out the two smallest distances (F1, F2)
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vec3 d1a = min(d1, d2);
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d2 = max(d1, d2); // Swap to keep candidates for F2
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d2 = min(d2, d3); // neither F1 nor F2 are now in d3
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d1 = min(d1a, d2); // F1 is now in d1
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d2 = max(d1a, d2); // Swap to keep candidates for F2
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d1.xy = (d1.x < d1.y) ? d1.xy : d1.yx; // Swap if smaller
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d1.xz = (d1.x < d1.z) ? d1.xz : d1.zx; // F1 is in d1.x
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d1.yz = min(d1.yz, d2.yz); // F2 is now not in d2.yz
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d1.y = min(d1.y, d1.z); // nor in d1.z
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d1.y = min(d1.y, d2.x); // F2 is in d1.y, we're done.
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return sqrt(d1.xy);
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}
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void main(void) {
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vec2 st = gl_FragCoord.xy/u_resolution.xy;
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st *= 10.;
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vec2 F = cellular(st);
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float facets = 0.1+(F.y-F.x);
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float dots = smoothstep(0.05, 0.1, F.x);
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float n = facets * dots;
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gl_FragColor = vec4(n, n, n, 1.0);
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}
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