// // Simple passthrough fragment shader // varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform vec2 position; uniform float scale; uniform float 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 = v_vTexcoord + 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 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); // Vector between the pixel and the point vec2 _diff = neighbor + point - f_st; // Distance to the point float dist = length(_diff); // Keep the closer distance m_dist = min(m_dist, dist); } } // Draw the min distance (distance field) color += m_dist; gl_FragColor = vec4(color,1.0); }