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111-cellular-noise.glsl
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111-cellular-noise.glsl
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// https://thebookofshaders.com/12/
#ifdef GL_ES
precision mediump float;
#endif
#include "./libs/random.glsl"
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
// A faster approach. Let's devide the screen into tiles, not every pixel needs to check the distance to every single point.
// we can subdivide the space into cells, each one with one unique point to watch.
// an image to explain it https://www.the-scientist.com/image-of-the-day/image-of-the-day--scrambled-frog-eggs--66681
// In two words, it is noised applied to cell structures.
// How does it work? for each cell, it needs to calculate the distance to the other cell.
// the color of the pixels between the cells depends on the distance between the points
void main(){
vec2 st = gl_FragCoord.xy / u_resolution.xy;
vec3 color = vec3(.0);
// 1) let's tile the space
// Scale
st *= 3.;
// Tile the space
vec2 i_st = floor(st);
vec2 f_st = fract(st);
// 2) We will use the tile coordinates (stored in the integer coordinate, i_st)
// to construct a random position of a point.
// remember to copy the random.glsl file from our repo
vec2 point = random2d(i_st);
// 3 Each pixel inside that tile (stored in the float coordinate, f_st)
// will check their distance to that random point.
vec2 diff = point - f_st;
float dist = length(diff);
color = vec3(dist);
gl_FragColor = vec4(color, 1.0);
}