WebGL Lab.
// 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.); }