GLSL Code
precision mediump float;
uniform vec2 u_resolution;
uniform float u_time;
varying vec2 vUv;
const float PI = 3.1415926;
uvec3 k = uvec3(0x456789abu, 0x6789ab45u, 0x89ab4567u);
uvec3 u = uvec3(1, 2, 3);
const uint UINT_MAX = 0xffffffffu;
uint uhash11(uint n){
n ^= (n << u.x);
n ^= (n >> u.x);
n *= k.x;
n ^= (n << u.x);
return n * k.x;
}
uvec2 uhash22(uvec2 n){
n ^= (n.yx << u.xy);
n ^= (n.yx >> u.xy);
n *= k.xy;
n ^= (n.yx << u.xy);
return n * k.xy;
}
uvec3 uhash33(uvec3 n){
n ^= (n.yzx << u);
n ^= (n.yzx >> u);
n *= k;
n ^= (n.yzx << u);
return n * k;
}
float hash11(float p){
uint n = floatBitsToUint(p);
return float(uhash11(n)) / float(UINT_MAX);
}
float hash21(vec2 p){
uvec2 n = floatBitsToUint(p);
return float(uhash22(n).x) / float(UINT_MAX);
}
float hash31(vec3 p){
uvec3 n = floatBitsToUint(p);
return float(uhash33(n).x) / float(UINT_MAX);
}
vec2 hash22(vec2 p){
uvec2 n = floatBitsToUint(p);
return vec2(uhash22(n)) / vec2(UINT_MAX);
}
vec3 hash33(vec3 p){
uvec3 n = floatBitsToUint(p);
return vec3(uhash33(n)) / vec3(UINT_MAX);
}
float fdist21(vec2 p) {
vec2 n = floor(p + 0.5);
float dist = sqrt(2.0);
for (float j = 0.0; j <= 2.0; j++) {
vec2 grid;
grid.y = n.y + sign(mod(j, 2.0) - 0.5) * ceil(j * 0.5);
if (abs(grid.y - p.y) - 0.5 > dist) {
continue;
}
for (float i = -1.0; i <= 1.0; i++) {
grid.x = n.x + i;
vec2 jitter = hash22(grid) - 0.5;
dist = min(dist, length(grid + jitter - p));
}
}
return dist;
}
float fdist31(vec3 p) {
vec3 n = floor(p + 0.5);
float dist = sqrt(3.0);
for (float k = 0.0; k <= 2.0; k++) {
vec3 grid;
grid.z = n.z + sign(mod(k, 2.0) - 0.5) * ceil(k * 0.5);
if (abs(grid.z - p.z) - 0.5 > dist) {
continue;
}
for (float j = 0.0; j <= 2.0; j++) {
grid.y = n.y + sign(mod(j, 2.0) - 0.5) * ceil(j * 0.5);
if (abs(grid.y - p.y) - 0.5 > dist) {
continue;
}
for (float i = -1.0; i <= 1.0; i++) {
grid.x = n.x + i;
vec3 jitter = hash33(grid) - 0.5;
dist = min(dist, length(grid + jitter - p));
}
}
}
return dist;
}
void main() {
vec2 pos = gl_FragCoord.xy / min(u_resolution.x, u_resolution.y);
int channel = int(2.0 * gl_FragCoord.x / u_resolution.x);
pos = 10.0 * pos + u_time;
vec3 col = channel == 0 ? vec3(fdist21(pos)) : vec3(fdist31(vec3(pos, u_time)));
gl_FragColor = vec4(col, 1.0);
}