#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(161./256., 174./256., 216./256.); st *= 100.; vec2 i_st = floor(st); vec2 f_st = fract(st); float m_dist = 1.; for (int y= -1; y <= 1; y++) { for (int x= -1; x <= 1; x++) { vec2 neighbor = vec2(float(x),float(y)); vec2 point = random2(i_st + neighbor); point = 0.5 + 0.5*sin(u_time + 6.2831*point); m_dist = min(m_dist, length(neighbor + point - f_st)); } } color += 1.-m_dist; color += 1.-smoothstep(0.01, .1, m_dist); gl_FragColor = vec4(1.-color,1.0); }