uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; uniform sampler2D texture; vec2 random2(vec2 p) { return fract(sin(vec2(dot(p,vec2(127.1,311.7)),dot(p,vec2(269.5,183.3))))*43758.5453); } void main() { vec2 st = gl_FragCoord.xy/u_resolution.xy; st.x *= u_resolution.x/u_resolution.y; vec3 color = vec3(0.0); st *= 3.0; vec2 i_st = floor(st); vec2 f_st = fract(st); float m_dist = 1.0; for(int y = -1; y <= 1; y++) { for(int x = -1; x <= 1; x++) { vec2 neighbor = vec2(float(x), float(y)); vec2 point = random2(i_st + neighbor); point = 0.5 + 0.5*sin(u_time + 6.2831 * point); vec2 diff = neighbor + point - f_st; float dist = length(diff); m_dist = min(m_dist, dist); } } color += m_dist; color += 1.0 - step(0.02, m_dist); color += step(1.0, f_st.x) + step(1.0, f_st.y); vec4 pixel = texture2D(texture, gl_TexCoord[0].xy); gl_FragColor = gl_Color * vec4(color / 0.8, 1.0) * pixel; }