#version 300 es precision lowp float; #define INFINITY 10000.0 #define LINE_COUNT 50 uniform vec2[LINE_COUNT * 2] lines; uniform float[LINE_COUNT * 2] radii; float lineDistance( in vec2 target, in vec2 start, in vec2 end, in float radiusFrom, in float radiusTo ) { vec2 pa = target - start, ba = end - start; float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0); return distance(pa, ba * h) - mix(radiusFrom, radiusTo, h); } float getDistance(in vec2 target) { float minDistance = INFINITY; for (int i = 0; i < LINE_COUNT; i++) { vec2 start = lines[2 * i]; vec2 end = lines[2 * i + 1]; float rFrom = radii[2 * i]; float rTo = radii[2 * i + 1]; minDistance = min(minDistance, lineDistance(target, start, end, rFrom, rTo)); } return -minDistance; } in vec2 worldCoordinates; out vec4 fragmentColor; void main() { float distance = getDistance(worldCoordinates); const vec3 caveColor = vec3(0.0); const vec3 airColor = vec3(1.0); fragmentColor = vec4( mix(caveColor, airColor, distance), distance / 32.0 ); }