#version 330 core out vec4 FragColor; uniform vec2 WindowSize; uniform float time; float rand(ivec2 co) { return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453); } float cell_size = 0.1; #define PI 3.1415926538 // whatever that corner contributes float c_dot(vec2 point, vec2 corner) { ivec2 c = ivec2(round(corner * 10000)); float angle = rand(c) * 2*PI; vec2 random_corner_vec = vec2(cos(angle), sin(angle)); vec2 offset = (point - corner) / cell_size; float dot_product = dot(random_corner_vec, offset); // for now just return something return dot_product; } float lerp(float a, float b, float x) { return a + x*(b-a); } // better than built in smoothstep. float fade(float t) { return ((6*t - 15)*t + 10)*t*t*t; } void main() { // We'll make origin in the top-left. vec2 uv = gl_FragCoord.xy / WindowSize; uv.y = 1.0 - uv.y; vec2 grid_edge_offset = mod(uv, cell_size); // c: corner vec2 c_tl = uv - grid_edge_offset; vec2 c_tr = uv - grid_edge_offset + vec2(cell_size, 0); vec2 c_bl = uv - grid_edge_offset + vec2(0, cell_size); vec2 c_br = uv - grid_edge_offset + vec2(cell_size, cell_size); float c_tl_dot = c_dot(uv, c_tl); float c_tr_dot = c_dot(uv, c_tr); float c_bl_dot = c_dot(uv, c_bl); float c_br_dot = c_dot(uv, c_br); // the uv within the tile (0 to 1) vec2 tile_uv = (uv - c_tl) / cell_size; // lerp index float u = fade(tile_uv.x); float v = fade(tile_uv.y); //float u = tile_uv.x; //float v = tile_uv.y; //float u = smoothstep(0, 1, tile_uv.x); //float v = smoothstep(0, 1, tile_uv.y); //float val = smoothstep(tile_uv.x, smoothstep(tile_uv.y, c_bl_dot, c_tl_dot), smoothstep(tile_uv.y, c_br_dot, c_tr_dot)); float val = lerp(lerp(c_tl_dot, c_bl_dot, v), lerp(c_tr_dot, c_br_dot, v), u); //float val = tile_uv.y; //float val = c_bl_dot*2 + 0.5; //val = val * 20; float out_val = val /2 + 0.5; FragColor = vec4(out_val, out_val, out_val, 1); //float yes = 0.5 + (c_dot(uv, c_tl) + c_dot(uv, c_tr) + c_dot(uv, c_bl) + c_dot(uv, c_br)) / 2; //FragColor = vec4(yes, yes, yes, 1); }