mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2025-02-03 08:45:17 +01:00
52 lines
1.2 KiB
GLSL
52 lines
1.2 KiB
GLSL
//
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// Simple passthrough fragment shader
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//
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varying vec2 v_vTexcoord;
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varying vec4 v_vColour;
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uniform vec2 position;
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uniform float scale;
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uniform float time;
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vec2 random2( vec2 p ) {
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return fract(sin(vec2(dot(p, vec2(127.1, 311.7)), dot(p, vec2(269.5, 183.3)))) * 43758.5453);
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}
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void main() {
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vec2 st = v_vTexcoord + position;
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vec3 color = vec3(.0);
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// Scale
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st *= scale;
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// Tile the space
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vec2 i_st = floor(st);
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vec2 f_st = fract(st);
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float m_dist = 1.; // minimum distance
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for (int y= -1; y <= 1; y++) {
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for (int x= -1; x <= 1; x++) {
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// Neighbor place in the grid
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vec2 neighbor = vec2(float(x),float(y));
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// Random position from current + neighbor place in the grid
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vec2 point = random2(i_st + neighbor);
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point = 0.5 + 0.5 * sin(time + 6.2831 * point);
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// Vector between the pixel and the point
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vec2 _diff = neighbor + point - f_st;
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// Distance to the point
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float dist = length(_diff);
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// Keep the closer distance
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m_dist = min(m_dist, dist);
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}
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}
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// Draw the min distance (distance field)
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color += m_dist;
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gl_FragColor = vec4(color,1.0);
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}
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