#define GLSLIFY 1
uniform float time;
uniform float seed;
uniform vec2 resolution;
float noise3D(vec3 p){
return fract(sin(dot(p,vec3(12.9898,78.233,128.852)))*43758.5453)*2.-1.;
}
float simplex3D(vec3 p){
float f3=1./3.;
float s=(p.x+p.y+p.z)*f3;
int i=int(floor(p.x+s));
int j=int(floor(p.y+s));
int k=int(floor(p.z+s));
float g3=1./6.;
float t=float((i+j+k))*g3;
float x0=float(i)-t;
float y0=float(j)-t;
float z0=float(k)-t;
x0=p.x-x0;
y0=p.y-y0;
z0=p.z-z0;
int i1,j1,k1;
int i2,j2,k2;
if(x0>=y0)
{
if(y0>=z0){i1=1;j1=0;k1=0;i2=1;j2=1;k2=0;}
else if(x0>=z0){i1=1;j1=0;k1=0;i2=1;j2=0;k2=1;}
else{i1=0;j1=0;k1=1;i2=1;j2=0;k2=1;}
}
else
{
if(y0<z0){i1=0;j1=0;k1=1;i2=0;j2=1;k2=1;}
else if(x0<z0){i1=0;j1=1;k1=0;i2=0;j2=1;k2=1;}
else{i1=0;j1=1;k1=0;i2=1;j2=1;k2=0;}
}
float x1=x0-float(i1)+g3;
float y1=y0-float(j1)+g3;
float z1=z0-float(k1)+g3;
float x2=x0-float(i2)+2.*g3;
float y2=y0-float(j2)+2.*g3;
float z2=z0-float(k2)+2.*g3;
float x3=x0-1.+3.*g3;
float y3=y0-1.+3.*g3;
float z3=z0-1.+3.*g3;
vec3 ijk0=vec3(i,j,k);
vec3 ijk1=vec3(i+i1,j+j1,k+k1);
vec3 ijk2=vec3(i+i2,j+j2,k+k2);
vec3 ijk3=vec3(i+1,j+1,k+1);
vec3 gr0=normalize(vec3(noise3D(ijk0),noise3D(ijk0*2.01),noise3D(ijk0*2.02)));
vec3 gr1=normalize(vec3(noise3D(ijk1),noise3D(ijk1*2.01),noise3D(ijk1*2.02)));
vec3 gr2=normalize(vec3(noise3D(ijk2),noise3D(ijk2*2.01),noise3D(ijk2*2.02)));
vec3 gr3=normalize(vec3(noise3D(ijk3),noise3D(ijk3*2.01),noise3D(ijk3*2.02)));
float n0=0.;
float n1=0.;
float n2=0.;
float n3=0.;
float t0=.5-x0*x0-y0*y0-z0*z0;
if(t0>=0.)
{
t0*=t0;
n0=t0*t0*dot(gr0,vec3(x0,y0,z0));
}
float t1=.5-x1*x1-y1*y1-z1*z1;
if(t1>=0.)
{
t1*=t1;
n1=t1*t1*dot(gr1,vec3(x1,y1,z1));
}
float t2=.5-x2*x2-y2*y2-z2*z2;
if(t2>=0.)
{
t2*=t2;
n2=t2*t2*dot(gr2,vec3(x2,y2,z2));
}
float t3=.5-x3*x3-y3*y3-z3*z3;
if(t3>=0.)
{
t3*=t3;
n3=t3*t3*dot(gr3,vec3(x3,y3,z3));
}
return 96.*(n0+n1+n2+n3);
}
float sdOrientedBox(in vec2 p,in vec2 a,in vec2 b,float th)
{
float l=length(b-a);
vec2 d=(b-a)/l;
vec2 q=(p-(a+b)*.5);
q=mat2(d.x,-d.y,d.y,d.x)*q;
q=abs(q)-vec2(l,th)*.5;
return length(max(q,0.))+min(max(q.x,q.y),0.);
}
const int paletteSize=12;
const vec3[paletteSize]palette=vec3[](
vec3(0),
vec3(0),
vec3(88.,139.,139.),
vec3(255.,255.,255.),
vec3(255.,213.,194.),
vec3(242.,143.,59.),
vec3(200.,85.,61.),
vec3(45.,48.,71.),
vec3(147.,183.,190.),
vec3(0),
vec3(0),
vec3(0.)
);
const float lineLength=90.;
const float lineThiccness=1.5;
const float boxSize=25.;
const float nScale=.06;
const float rSpeed=.06;
vec4 sdBoxLine(in int x,in int y){
float n=simplex3D(vec3(float(x)*nScale*.2562+time*rSpeed,float(y)*nScale*.5829+time*rSpeed,float(y)*nScale*.1529-time*rSpeed))*.5+.5;
float r=n*3.14*2.;
vec2 a=vec2(float(x)*boxSize,float(y)*boxSize);
vec2 b=vec2(a.x+sin(r)*lineLength,a.y+cos(r)*lineLength);
float d=max(1.-(sdOrientedBox(gl_FragCoord.xy,a,b,0.)-lineThiccness),0.);
if(d==0.){
return vec4(0.);
}
float colN=simplex3D(vec3(float(x)*nScale*.5676+time*rSpeed,float(y)*nScale*.26457+time*rSpeed,float(y)*nScale*.1535-time*rSpeed))*.5+.5;
float sColN=colN*float(paletteSize);
float colF=fract(sColN);
int colA=int(floor(sColN));
int colB=int(floor(mod(float(colA+1),float(paletteSize+1))));
float ld=distance(gl_FragCoord.xy,a)/lineLength;
return vec4(mix(palette[colA]/255.,palette[colB]/255.,colF),pow(ld,1.));
}
void main(){
vec2 uv=gl_FragCoord.xy/resolution.xy;
int cols=int(resolution.x/boxSize);
int rows=int(resolution.y/boxSize);
int mx=int(gl_FragCoord.x/boxSize);
int my=int(gl_FragCoord.y/boxSize);
vec2 m=vec2(float(mx),float(my));
int c=int(ceil(lineLength/boxSize)+1.);
int xs=max(-c,mx-c);
int xe=min(cols+c,mx+c);
int ys=max(-c,my-c);
int ye=min(cols+c,my+c);
vec4 col=vec4(0.);
float curD=0.;
for(int x=xs;x<xe;++x){
for(int y=ys;y<ye;++y){
float dist=distance(vec2(float(x),float(y)),m);
vec4 newCol=sdBoxLine(x,y);
if(newCol.a>0.&&dist>curD){
col=newCol;
curD=dist;
}
}
}
vec4 color=vec4(mix(vec3(0.),col.rgb,col.a),1.);
gl_FragColor=color;
}