57 lines
1.3 KiB
GLSL
57 lines
1.3 KiB
GLSL
#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 float u_time;
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const mat2 myt = mat2(.12121212, .13131313, -.13131313, .12121212);
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const vec2 mys = vec2(1e4, 1e6);
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vec2 rhash(vec2 uv) {
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uv *= myt;
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uv *= mys;
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return fract(fract(uv / mys) * uv);
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}
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vec3 hash(vec3 p) {
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return fract(sin(vec3(dot(p, vec3(1.0, 57.0, 113.0)),
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dot(p, vec3(57.0, 113.0, 1.0)),
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dot(p, vec3(1.0, 112.0, 57.0)))) *
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43758.5453);
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}
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vec3 voronoi3d(const in vec3 x) {
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vec3 p = floor(x);
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vec3 f = fract(x);
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float id = 0.0;
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vec2 res = vec2(100.0);
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for (int k = -1; k <= 1; k++) {
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for (int j = -1; j <= 1; j++) {
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for (int i = -1; i <= 1; i++) {
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vec3 b = vec3(float(i), float(j), float(k));
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vec3 r = vec3(b) - f + hash(p + b);
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float d = dot(r, r);
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if (d < res.x) {
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id = dot(p + b, vec3(1.0, 57.0, 113.0));
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res = vec2(d, res.x);
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} else if (d < res.y) {
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res.y = d;
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}
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}
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}
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}
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return vec3(sqrt(res), id);
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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*=30.;
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st.x *= u_resolution.x/u_resolution.y;
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gl_FragColor.rgb = voronoi3d(vec3(st, -14.2*(abs(cos(u_time*0.1))+0.01)));
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gl_FragColor.r = (st.x)/66.+(st.y)/66.;
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gl_FragColor.a = 1.0;
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} |