6_5_fdist4RGB
コード 6.5, 図 6.13:
6_5_fdist4RGB.frag
#version 300 esprecision highp float;precision highp int;out vec4 fragColor;uniform float u_time;uniform vec2 u_resolution;ivec2 channel;//start hashuvec3 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);}//end hashvec4 sort(vec4 list, float v){bvec4 res = bvec4(step(v, list));return res.x ? vec4(v, list.xyz):res.y ? vec4(list.x, v, list.yz):res.z ? vec4(list.xy, v, list.z):res.w ? vec4(list.xyz, v):list;}vec4 fdist24(vec2 p){vec2 n = floor(p) + 0.5;vec4 dist4 = vec4(length(1.5 - abs(p - n)));for(float j = 0.0; j <= 4.0; 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 > dist4.w){continue;}for(float i = -2.0; i <= 2.0; i ++ ){glid.x = n.x + i;vec2 jitter = hash22(glid) - 0.5;dist4 = sort(dist4, length(glid + jitter - p));}}return dist4;}void main(){vec2 pos = gl_FragCoord.xy/ min(u_resolution.x, u_resolution.y);channel = ivec2(vec2(4, 2) * gl_FragCoord.xy/ u_resolution.xy);pos *= 3.0;pos += u_time;float thr = 0.7;bvec4 dist4b = bvec4(step(thr, fdist24(pos)));fragColor = dist4b.x ? vec4(1,1,1,1):dist4b.y ? vec4(1,0,0,1):dist4b.z ? vec4(0,1,0,1):dist4b.w ? vec4(0,0,1,1):vec4(0,0,0,1);}