52 lines
1.2 KiB
GLSL
52 lines
1.2 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 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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vec2 st = st_;
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st.x *= u_resolution.x/u_resolution.y;
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vec3 color = vec3(.0);
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st *= 50.;
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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.;
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vec2 m_point = vec2(0.);
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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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vec2 neighbor = vec2(float(x),float(y));
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vec2 point = random2(i_st + neighbor);
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point = 0.5 + 0.5*sin(u_time + 6.2831*point);
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vec2 diff = neighbor + point - f_st;
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float dist = length(diff);
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if (dist < m_dist) {
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m_dist = dist;
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m_point = point;
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}
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}
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}
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color += m_dist;
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color.rgb *= vec3(216./255.,203./255.,161./255.) * smoothstep(0.0001, 0.001, m_point.y+0.01);
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float resmin = min(u_resolution.x, u_resolution.y);
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color -= smoothstep(0.47, 0.5, distance(gl_FragCoord.xy/resmin, (u_resolution/2.)/resmin));
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gl_FragColor = vec4(color,1.0);
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}
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