ledbanner-shaders/hexagons.glsl
2018-05-19 17:23:49 +02:00

80 lines
2.1 KiB
GLSL

// 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