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 length2(vec2 p) {
p = abs(p);
float d = 4.0 * sin(0.5 * u_time) + 5.0;
return pow(pow(p.x, d) + pow(p.y, d), 1.0 / d);
}
vec2 voronoi2(vec2 p){
vec2 n = floor(p + 0.5);
float dist = length2(vec2(1));
vec2 id;
for(float j = 0.0; j <= 2.0; j ++ ){
vec2 glid;
glid.y = n.y + sign(mod(j, 2.0) - 0.5) * ceil(j * 0.5);
if (abs(glid.y - p.y) - 0.5 > dist){
continue;
}
for(float i = -1.0; i <= 1.0; i ++ ){
glid.x = n.x + i;
vec2 jitter = hash22(glid) - 0.5;
if (length2(glid + jitter - p) <= dist){
dist = length2(glid + jitter - p);
id = glid;
}
}
}
return id;
}
void main() {
vec2 pos = gl_FragCoord.xy / min(u_resolution.x, u_resolution.y);
pos = 10.0 * pos + u_time;
vec3 col = vec3(hash22(voronoi2(pos)), 1.0);
gl_FragColor = vec4(col, 1.0);
}