mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-09 19:10:24 +00:00
75 lines
1.9 KiB
GLSL
75 lines
1.9 KiB
GLSL
#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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#define ANIMATE
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vec3 voronoi( in vec2 x, float rnd ) {
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vec2 n = floor(x);
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vec2 f = fract(x);
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// first pass: regular voronoi
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vec2 mg = vec2(0.0);
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vec2 mr = vec2(0.0);
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float md = 8.0;
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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 g = vec2(float(i),float(j));
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vec2 o = random2( n + g )*rnd;
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#ifdef ANIMATE
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o = 0.5 + 0.5*sin( u_time + 6.2831*o );
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#endif
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vec2 r = g + o - f;
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float d = dot(r,r);
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if( d<md ) {
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md = d;
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mr = r;
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mg = g;
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}
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}
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}
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return vec3( md, mr );
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// // second pass: distance to borders
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// md = 8.0;
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// for (int j=-2; j<=2; j++ ) {
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// for (int i=-2; i<=2; i++ ) {
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// vec2 g = mg + vec2(float(i),float(j));
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// vec2 o = random2(n + g)*rnd;
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// #ifdef ANIMATE
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// o = 0.5 + 0.5*sin( u_time + 6.2831*o );
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// #endif
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// vec2 r = g + o - f;
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// if( dot(mr-r,mr-r)>0.00001 )
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// md = min( md, dot( 0.5*(mr+r), normalize(r-mr) ) );
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// }
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// }
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// return vec3( md, mr );
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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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vec3 color = vec3(0.0);
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float d = dot(st-.5,st-.5);
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vec3 c = voronoi( 10.*st, 1.);//pow(d,.4) );
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// isolines
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color = c.x*(0.5 + 0.5*sin(64.0*c.x))*vec3(1.0);
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// borders
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color = mix( vec3(1.0), color, smoothstep( 0.01, 0.02, c.x ) );
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// feature points
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// float dd = length( c.yz );
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// color += vec3(1.)*(1.0-smoothstep( 0.0, 0.1, dd));
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gl_FragColor = vec4(color,1.0);
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} |