thebookofshaders/12/cell.frag
Patricio Gonzalez Vivo 24e33093ac adding images
2016-05-05 10:36:31 -04:00

68 lines
1.8 KiB
GLSL
Executable File

// Author: @patriciogv - 2015
// Title: Cell
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform float u_time;
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
}
void main(void) {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st = (st-.5)*1.+.5;
if (u_resolution.y > u_resolution.x ) {
st.y *= u_resolution.y/u_resolution.x;
st.y -= (u_resolution.y*.5-u_resolution.x*.5)/u_resolution.x;
} else {
st.x *= u_resolution.x/u_resolution.y;
st.x -= (u_resolution.x*.5-u_resolution.y*.5)/u_resolution.y;
}
st -= .5;
st *= .7;
vec2 F = cellular2x2(st*40.*(.1+1.0-dot(st,st)*5.));
float facets = 0.1+(F.y-F.x);
float dots = smoothstep(0.05, 0.1, F.x);
float n = facets * dots;
n = step(.2,facets)*dots;
gl_FragColor = vec4(n, n, n, 1.0);
}