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thebookofshaders/12/cellnoise-00.frag

44 lines
931 B
GLSL

// Author: @patriciogv
// Title: 4 cells DF
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
st.x *= u_resolution.x/u_resolution.y;
vec3 color = vec3(.0);
// Cell positions
vec2 point[5];
point[0] = vec2(0.83,0.75);
point[1] = vec2(0.60,0.07);
point[2] = vec2(0.28,0.64);
point[3] = vec2(0.31,0.26);
point[4] = u_mouse/u_resolution;
float m_dist = 1.; // minimum distance
// Iterate through the points positions
for (int i = 0; i < 5; i++) {
float dist = distance(st, point[i]);
// Keep the closer distance
m_dist = min(m_dist, dist);
}
// Draw the min distance (distance field)
color += m_dist;
// Show isolines
// color -= step(.7,abs(sin(50.0*m_dist)))*.3;
gl_FragColor = vec4(color,1.0);
}