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thebookofshaders/12/tmp/particle-gradient.frag

79 lines
2.0 KiB
GLSL

// Author @patriciogv - 2015
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform float u_time;
uniform sampler2D u_tex;
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
}
float getIntensity(vec2 u){
vec3 a = texture2D(u_tex,u).xyz;
return (a.x+a.y+a.z)/3.0;
}
void main(void) {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
float n = 1.0;
vec2 F = cellular2x2(st*100.);
float pct = 1.0-texture2D(u_tex,st).r;
n = step(pct,F.x*2.);
vec2 p = vec2(2./u_resolution.xy);
float avg = 0.0;
avg += getIntensity(st+vec2(p.x,0.0));
avg += getIntensity(st+vec2(-p.x,0.0));
avg += getIntensity(st+vec2(0.0,p.y));
avg += getIntensity(st+vec2(0.0,-p.y));
avg += getIntensity(st+vec2(p.x,p.y));
avg += getIntensity(st+vec2(-p.x,-p.y));
avg += getIntensity(st+vec2(p.x,-p.y));
avg += getIntensity(st+vec2(-p.x,p.y));
avg /= 8.0;
float edge = (1.0-getIntensity(st)) + avg;
edge = (1.0 - edge)*10.0;
n -= edge;
gl_FragColor = vec4(n, n, n, 1.0);
}