mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-19 15:25:41 +00:00
54 lines
1.2 KiB
GLSL
54 lines
1.2 KiB
GLSL
// Author: @patriciogv
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// Title: 4 cells 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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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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// Cell positions
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vec2 point[5];
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point[0] = vec2(0.83,0.75);
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point[1] = vec2(0.60,0.07);
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point[2] = vec2(0.28,0.64);
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point[3] = vec2(0.31,0.26);
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point[4] = u_mouse/u_resolution;
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float m_dist = 1.; // minimun distance
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vec2 m_point; // minimum position
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// Iterate through the points positions
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for (int i = 0; i < 5; i++) {
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float dist = distance(st, point[i]);
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if ( dist < m_dist ) {
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// Keep the closer distance
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m_dist = dist;
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// Kepp the position of the closer point
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m_point = point[i];
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}
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}
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// Add distance field to closest point center
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color += m_dist*2.;
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// tint acording the closest point position
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color.rg = m_point;
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// Show isolines
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color -= abs(sin(80.0*m_dist))*0.07;
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// Draw point center
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color += 1.-step(.02, m_dist);
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gl_FragColor = vec4(color,1.0);
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} |