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January 10, 2017 20:15
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Noises
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// Author: @patriciogv - 2015 | |
// Title: Metaballs | |
#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(0.); | |
// Scale | |
st *= 8.; | |
// Tile the space | |
vec2 i_st = floor(st); | |
vec2 f_st = fract(st); | |
float m_dist = 5.; // minimun distance | |
for (int j= -1; j <= 1; j++ ) { | |
for (int i= -1; i <= 1; i++ ) { | |
// Neighbor place in the grid | |
vec2 neighbor = vec2(float(i),float(j)); | |
// Random position from current + neighbor place in the grid | |
vec2 offset = random2(i_st + neighbor); | |
// Animate the offset | |
offset = 0.5 + 0.5*sin(u_time * 1.0 * 3.14159 * offset); | |
// Position of the cell | |
vec2 pos = neighbor + offset - f_st; | |
// Cell distance | |
float dist = length(pos); | |
// Metaball it! | |
m_dist = min(m_dist, m_dist*dist); | |
} | |
} | |
// Draw cells | |
color += m_dist;//step(0.060, m_dist); | |
gl_FragColor = vec4(color,1.0); | |
} |
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#ifdef GL_ES | |
precision mediump float; | |
#endif | |
uniform vec2 u_resolution; | |
uniform vec2 u_mouse; | |
uniform float u_time; | |
// Created by inigo quilez - iq/2013 | |
// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. | |
// http://www.iquilezles.org/www/articles/voronoilines/voronoilines.htm | |
vec2 random2( vec2 p ) { | |
return fract(sin(vec2(dot(p,vec2(127.1,311.7)),dot(p,vec2(269.5,183.3))))*43758.5453); | |
} | |
vec3 voronoi( in vec2 x ) { | |
vec2 n = floor(x); | |
vec2 f = fract(x); | |
float rTime = u_time * 0.5; | |
// first pass: regular voronoi | |
vec2 mg, mr; | |
float md = 8.0; | |
for (int j= -1; j <= 1; j++) { | |
for (int i= -1; i <= 1; i++) { | |
vec2 g = vec2(float(i),float(j)); | |
vec2 o = random2( n + g ); | |
o = 0.5 + 0.5*sin( rTime + 6.2831*o ); | |
vec2 r = g + o - f; | |
float d = dot(r,r); | |
if( d<md ) { | |
md = d; | |
mr = r; | |
mg = g; | |
} | |
} | |
} | |
// second pass: distance to borders | |
md = 8.0; | |
for (int j= -2; j <= 2; j++) { | |
for (int i= -2; i <= 2; i++) { | |
vec2 g = mg + vec2(float(i),float(j)); | |
vec2 o = random2( n + g ); | |
o = 0.5 + 0.5*sin( rTime + 6.2831*o ); | |
vec2 r = g + o - f; | |
if ( dot(mr-r,mr-r)>0.00001 ) { | |
md = min(md, dot( 0.5*(mr+r), normalize(r-mr) )); | |
} | |
} | |
} | |
return vec3(md, mr); | |
} | |
void main() { | |
vec2 st = gl_FragCoord.xy/u_resolution.xy; | |
st.x *= u_resolution.x/u_resolution.y; | |
vec3 color = vec3(0.); | |
// Scale | |
st *= 50.; | |
vec3 c = voronoi(st); | |
color = vec3(c.x * 2.); | |
gl_FragColor = vec4(color,1.0); | |
} |
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