file_id.diz
#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.);
}