mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-03 23:15:23 +00:00
66 lines
1.5 KiB
GLSL
66 lines
1.5 KiB
GLSL
// Author: @patriciogv
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// Title: CellularNoise
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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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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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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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// Scale
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st *= 3.;
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// Tile the space
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vec2 i_st = floor(st);
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vec2 f_st = fract(st);
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float m_dist = 1.; // minimun distance
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for (int y= -1; y <= 1; y++) {
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for (int x= -1; x <= 1; x++) {
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// Neighbor place in the grid
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vec2 neighbor = vec2(float(x),float(y));
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// Random position from current + neighbor place in the grid
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vec2 point = random2(i_st + neighbor);
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// Animate the point
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point = 0.5 + 0.5*sin(u_time + 6.2831*point);
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// Vector between the pixel and the point
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vec2 diff = neighbor + point - f_st;
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// Distance to the point
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float dist = length(diff);
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// Keep the closer distance
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m_dist = min(m_dist, dist);
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}
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}
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// Draw the min distance (distance field)
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color += m_dist;
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// Draw cell center
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color += 1.-step(.02, m_dist);
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// Draw grid
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color.r += step(.98, f_st.x) + step(.98, f_st.y);
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// Show isolines
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// color -= step(.7,abs(sin(27.0*m_dist)))*.5;
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gl_FragColor = vec4(color,1.0);
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}
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