// Created by inigo quilez - iq/2014 // License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. #pragma map iChannel0=builtin:RGBA Noise Medium // { 2d cell id, distance to border, distnace to center ) vec4 hexagon( vec2 p ) { vec2 q = vec2( p.x*2.0*0.5773503, p.y + p.x*0.5773503 ); vec2 pi = floor(q); vec2 pf = fract(q); float v = mod(pi.x + pi.y, 3.0); float ca = step(1.0,v); float cb = step(2.0,v); vec2 ma = step(pf.xy,pf.yx); // distance to borders float e = dot( ma, 1.0-pf.yx + ca*(pf.x+pf.y-1.0) + cb*(pf.yx-2.0*pf.xy) ); // distance to center p = vec2( q.x + floor(0.5+p.y/1.5), 4.0*p.y/3.0 )*0.5 + 0.5; float f = length( (fract(p) - 0.5)*vec2(1.0,0.85) ); return vec4( pi + ca - cb*ma, e, f ); } float hash1( vec2 p ) { float n = dot(p,vec2(127.1,311.7) ); return fract(sin(n)*43758.5453); } float noise( in vec3 x ) { vec3 p = floor(x); vec3 f = fract(x); f = f*f*(3.0-2.0*f); vec2 uv = (p.xy+vec2(37.0,17.0)*p.z) + f.xy; vec2 rg = textureLod( iChannel0, (uv+0.5)/256.0, 0.0 ).yx; return mix( rg.x, rg.y, f.z ); } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 uv = fragCoord.xy/iResolution.xy; vec2 pos = (-iResolution.xy + 2.0*fragCoord.xy)/iResolution.y; // distort pos *= 1.0 + 0.3*length(pos); // gray vec4 h = hexagon(8.0*pos + 0.5*iTime); float n = noise( vec3(0.3*h.xy+iTime*0.1,iTime) ); vec3 col = 0.15 + 0.15*hash1(h.xy+1.2)*vec3(1.0); col *= smoothstep( 0.10, 0.11, h.z ); col *= smoothstep( 0.10, 0.11, h.w ); col *= 1.0 + 0.15*sin(40.0*h.z); col *= 0.75 + 0.5*h.z*n; // red h = hexagon(6.0*pos + 0.6*iTime); n = noise( vec3(0.3*h.xy+iTime*0.1,iTime) ); vec3 colb = 0.9 + 0.8*sin( hash1(h.xy)*1.5 + 2.0 + vec3(0.0,1.0,1.0) ); colb *= smoothstep( 0.10, 0.11, h.z ); colb *= 1.0 + 0.15*sin(40.0*h.z); colb *= 0.75 + 0.5*h.z*n; h = hexagon(6.0*(pos+0.1*vec2(-1.3,1.0)) + 0.6*iTime); col *= 1.0-0.8*smoothstep(0.45,0.451,noise( vec3(0.3*h.xy+iTime*0.1,iTime) )); col = mix( col, colb, smoothstep(0.45,0.451,n) ); col *= pow( 16.0*uv.x*(1.0-uv.x)*uv.y*(1.0-uv.y), 0.1 ); fragColor = vec4( col, 1.0 ); } // https://www.shadertoy.com/view/Xd2GR3