// // Simple passthrough vertex shader // attribute vec3 in_Position; // (x,y,z) //attribute vec3 in_Normal; // (x,y,z) unused in this shader. attribute vec4 in_Colour; // (r,g,b,a) attribute vec2 in_TextureCoord; // (u,v) varying vec2 v_vTexcoord; varying vec4 v_vColour; void main() { vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0); gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos; v_vColour = in_Colour; v_vTexcoord = in_TextureCoord; } //######################_==_YOYO_SHADER_MARKER_==_######################@~ // // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 dimension; uniform vec2 position; uniform float scale; uniform float time; uniform float contrast; 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 ntx = v_vTexcoord * vec2(1., dimension.y / dimension.x); vec2 st = ntx + position; vec3 color = vec3(.0); // Scale st *= scale; // Tile the space vec2 i_st = floor(st); vec2 f_st = fract(st); float m_dist = 1.; // minimum distance float tres = 1.; 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(i_st + neighbor); point = 0.5 + 0.5 * sin(time + 6.2831 * point); vec2 px = neighbor + point; vec2 _diff = px - f_st; // Distance to the point float dist = length(_diff); if(dist < tres) m_dist = dist; } } // Draw the min distance (distance field) color += m_dist; vec3 c = 0.5 + (color - 0.5) * contrast; gl_FragColor = vec4(c, 1.0); }