mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-08 01:10:27 +00:00
68 lines
1.8 KiB
GLSL
Executable File
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);
|
|
}
|