mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-09 19:10:24 +00:00
65 lines
1.5 KiB
GLSL
65 lines
1.5 KiB
GLSL
// Author: @patriciogv
|
|
// Title: CellularNoise
|
|
|
|
#ifdef GL_ES
|
|
precision mediump float;
|
|
#endif
|
|
|
|
uniform vec2 u_resolution;
|
|
uniform vec2 u_mouse;
|
|
uniform float u_time;
|
|
|
|
vec2 random2( vec2 p ) {
|
|
return fract(sin(vec2(dot(p,vec2(127.1,311.7)),dot(p,vec2(269.5,183.3))))*43758.5453);
|
|
}
|
|
|
|
void main() {
|
|
vec2 st = gl_FragCoord.xy/u_resolution.xy;
|
|
st.x *= u_resolution.x/u_resolution.y;
|
|
vec3 color = vec3(.0);
|
|
|
|
// Scale
|
|
st *= 3.;
|
|
|
|
// Tile the space
|
|
vec2 i_st = floor(st);
|
|
vec2 f_st = fract(st);
|
|
|
|
float m_dist = 1.; // minimun distance
|
|
|
|
for (int y= -1; y <= 1; y++) {
|
|
for (int x= -1; x <= 1; x++) {
|
|
// Neighbor place in the grid
|
|
vec2 neighbor = vec2(float(x),float(y));
|
|
|
|
// Random position from current + neighbor place in the grid
|
|
vec2 point = random2(i_st + neighbor);
|
|
|
|
// Animate the point
|
|
point = 0.5 + 0.5*sin(u_time + 6.2831*point);
|
|
|
|
// Vector between the pixel and the point
|
|
vec2 diff = neighbor + point - f_st;
|
|
|
|
// Distance to the point
|
|
float dist = length(diff);
|
|
|
|
// Keep the closer distance
|
|
m_dist = min(m_dist, dist);
|
|
}
|
|
}
|
|
|
|
// Draw the min distance (distance field)
|
|
color += m_dist;
|
|
|
|
// Draw cell center
|
|
color += 1.-step(.02, m_dist);
|
|
|
|
// Draw grid
|
|
color.r += step(.98, f_st.x) + step(.98, f_st.y);
|
|
|
|
// Show isolines
|
|
// color -= step(.7,abs(sin(27.0*m_dist)))*.5;
|
|
|
|
gl_FragColor = vec4(color,1.0);
|
|
} |