mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-03 23:15:23 +00:00
63 lines
1.4 KiB
GLSL
63 lines
1.4 KiB
GLSL
// Author: @patriciogv
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// Title: Simple Voronoi
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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 vec2 u_mouse;
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uniform float u_time;
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vec2 random2( vec2 p ) {
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return fract(sin(vec2(dot(p,vec2(127.1,311.7)),dot(p,vec2(269.5,183.3))))*43758.5453);
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}
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution.xy;
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st.x *= u_resolution.x/u_resolution.y;
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vec3 color = vec3(.0);
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// Scale
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st *= 5.;
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// Tile the space
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vec2 i_st = floor(st);
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vec2 f_st = fract(st);
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float m_dist = 10.; // minimun distance
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vec2 m_point; // minimum point
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for (int j=-1; j<=1; j++ ) {
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for (int i=-1; i<=1; i++ ) {
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vec2 neighbor = vec2(float(i),float(j));
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vec2 point = random2(i_st + neighbor);
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point = 0.5 + 0.5*sin(u_time + 6.2831*point);
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vec2 diff = neighbor + point - f_st;
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float dist = length(diff);
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if( dist < m_dist ) {
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m_dist = dist;
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m_point = point;
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}
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}
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}
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// Assign a color using the closest point position
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color += dot(m_point,vec2(.3,.6));
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// Add distance field to closest point center
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// color.g = m_dist;
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// Show isolines
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color -= abs(sin(40.0*m_dist))*0.07;
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// Draw cell center
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color += 1.-step(.05, m_dist);
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// Draw grid
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color.r += step(.98, f_st.x) + step(.98, f_st.y);
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gl_FragColor = vec4(color,1.0);
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}
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