46 lines
1.3 KiB
GLSL
46 lines
1.3 KiB
GLSL
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#include "../math/const.glsl"
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#include "random.glsl"
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/*
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contributors: Patricio Gonzalez Vivo
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description: Voronoi positions and distance to centroids
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use: <vec3> voronoi(<vec2> pos, <float> time)
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options:
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VORONOI_RANDOM_FNC: nan
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examples:
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- /shaders/generative_voronoi.frag
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license:
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- Copyright (c) 2021 Patricio Gonzalez Vivo under Prosperity License - https://prosperitylicense.com/versions/3.0.0
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- Copyright (c) 2021 Patricio Gonzalez Vivo under Patron License - https://lygia.xyz/license
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*/
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#ifndef VORONOI_RANDOM_FNC
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#define VORONOI_RANDOM_FNC(UV) ( 0.5 + 0.5 * sin(time + TAU * random2(UV) ) );
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#endif
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#ifndef FNC_VORONOI
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#define FNC_VORONOI
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vec3 voronoi(vec2 uv, float time) {
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vec2 i_uv = floor(uv);
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vec2 f_uv = fract(uv);
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vec3 rta = vec3(0.0, 0.0, 10.0);
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for (int j=-1; j<=1; j++ ) {
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for (int i=-1; i<=1; i++ ) {
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vec2 neighbor = vec2(float(i),float(j));
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vec2 point = VORONOI_RANDOM_FNC(i_uv + neighbor);
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point = 0.5 + 0.5 * sin(time + TAU * point);
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vec2 diff = neighbor + point - f_uv;
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float dist = length(diff);
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if ( dist < rta.z ) {
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rta.xy = point;
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rta.z = dist;
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}
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}
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}
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return rta;
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}
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vec3 voronoi(vec2 p) { return voronoi(p, 0.0); }
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vec3 voronoi(vec3 p) { return voronoi(p.xy, p.z); }
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#endif
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