// origin: @patriciogv
// title: CellularNoise
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_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=gl_FragCoord.xy/u_resolution.xy;
st.x*=u_resolution.x/u_resolution.y;
vec3 color=vec3(.0);
// Scale
st*=10.;
// Tile the space
vec2 i_st=floor(st);
vec2 f_st=fract(st);
float m_dist=1.;// minimun 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);
// Animate the point
point=.5+.5*sin(u_time+5000.*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-.184)*vec3(.900,.045,.477);
// Draw cell center
color+=(1.-step(.1,m_dist))*vec3(.530,.005,.900);
gl_FragColor=vec4(color,1.);
}