#extension GL_OES_standard_derivatives : enable precision highp float; uniform float time; uniform vec2 mouse; uniform vec2 resolution; float random (in vec2 _st) { return fract(sin(dot(_st.xy, vec2(12.9898,78.233)))* 43758.5453123); } // Based on Morgan McGuire @morgan3d // https://www.shadertoy.com/view/4dS3Wd float noise (in vec2 _st) { vec2 i = floor(_st); vec2 f = fract(_st); // Four corners in 2D of a tile float a = random(i); float b = random(i + vec2(1.0, 0.0)); float c = random(i + vec2(0.0, 1.0)); float d = random(i + vec2(1.0, 1.0)); vec2 u = f * f * (3.0 - 2.0 * f); return mix(a, b, u.x) + (c - a)* u.y * (1.0 - u.x) + (d - b) * u.x * u.y; } #define NUM_OCTAVES 5 float fbm ( in vec2 _st) { float v = 0.; float a = .5; vec2 shift = vec2(100.); // Rotate to reduce axial bias mat2 rot = mat2(cos(.5), sin(.5), -sin(.5), cos(.5)); for (int i = 0; i < NUM_OCTAVES; ++i) { v += a * noise(_st); _st = rot * _st * 2. + shift; a *= .5; } return v; } vec2 random2( vec2 p ) { return fract(sin(vec2(dot(p,vec2(123.,456.)),dot(p,vec2(789.,158.))))*12345.); } void main() { vec2 st = gl_FragCoord.xy/resolution.xy; vec3 color = vec3(0.0); vec2 rand = random2(vec2(0.)); float zoom = sin(rand.x+time*.2); st -= vec2(zoom); st *= sin(time/8.)*10.; mat2 rot = mat2(cos(time*.2+rand.x), sin(rand.y+time*.3), -sin(rand.y+time*.5), cos(rand.x+time*.4)); st *= rot; vec2 gv = floor(st); vec2 id = fract(st); float m_dist = 1.; // minimum distance for (int y= -1; y <= 1; y++) { for (int x= -1; x <= 1; x++) { // Neighbor place in the grid vec2 neighbor = vec2(float(x),float(y)); // Random position from current + neighbor place in the grid vec2 point = random2(gv + neighbor); // Animate the point point = .5 + .5*sin(time + 6.3*point); // Vector between the pixel and the point vec2 diff = neighbor + point - id; // Distance to the point float dist = length(diff); // Keep the closer distance m_dist = min(m_dist, dist); } } color += m_dist; // Draw cell center color += 1.-step(-.4, m_dist); vec2 q = vec2(0.); q.x = fbm(gv); q.y = fbm( gv + vec2(1.)); vec2 r = vec2(0.); r.x = fbm( gv + q + vec2(1.7,9.2)+ 0.15*m_dist ); r.y = fbm( gv + q + vec2(8.3,2.8)+ 0.15*m_dist); float f = fbm(gv+r); color += mix(vec3(.8,.9,.5), vec3(.6,0.7,.5), clamp((f*f)*4.,.0,1.)); color = mix(color, vec3(.9,.3,0.3), clamp(length(q),0.,1.)); color = mix(color, vec3(0.8,1.0,.5), clamp(length(r.x),0.0,1.0)); gl_FragColor = vec4((f*f*f+1.2*f*f+.6*f)*color,1.); }