#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; vec2 st = st_; st.x *= u_resolution.x/u_resolution.y; vec3 color = vec3(.0); st *= 50.; vec2 i_st = floor(st); vec2 f_st = fract(st); float m_dist = 1.; vec2 m_point = vec2(0.); 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); vec2 diff = neighbor + point - f_st; float dist = length(diff); if (dist < m_dist) { m_dist = dist; m_point = point; } } } color += m_dist; color.rgb *= vec3(216./255.,203./255.,161./255.) * smoothstep(0.0001, 0.001, m_point.y+0.01); float resmin = min(u_resolution.x, u_resolution.y); color -= smoothstep(0.47, 0.5, distance(gl_FragCoord.xy/resmin, (u_resolution/2.)/resmin)); gl_FragColor = vec4(color,1.0); }