// Taken from https://www.shadertoy.com/view/llS3RK

// A simple Worley noise shader. Full tutorial at ibreakdownshaders.blogspot.com. Original shader from  http://glslsandbox.com/e#23237.0

//Calculate the squared length of a vector
float length2(vec2 p){
    return dot(p,p);
}

//Generate some noise to scatter points.
float noise(vec2 p){
	return fract(sin(fract(sin(p.x) * (43.13311)) + p.y) * 31.0011);
}

float worley(vec2 p) {
    //Set our distance to infinity
	float d = 1e30;
    //For the 9 surrounding grid points
	for (int xo = -1; xo <= 1; ++xo) {
		for (int yo = -1; yo <= 1; ++yo) {
            //Floor our vec2 and add an offset to create our point
			vec2 tp = floor(p) + vec2(xo, yo);
            //Calculate the minimum distance for this grid point
            //Mix in the noise value too!
			d = min(d, length2(p - tp - noise(tp)));
		}
	}
	return 3.0*exp(-4.0*abs(2.5*d - 1.0));
}

float fworley(vec2 p) {
    //Stack noise layers 
	return sqrt(sqrt(sqrt(
		worley(p*5.0 + 0.05*iTime) *
		sqrt(worley(p * 50.0 + 0.12 + -0.1*iTime)) *
		sqrt(sqrt(worley(p * -10.0 + 0.03*iTime))))));
}
      
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
	vec2 uv = fragCoord.xy / iResolution.xy;
    //Calculate an intensity
    float t = fworley(uv * iResolution.xy / 1500.0);
    //Add some gradient
    t*=exp(-length2(abs(0.7*uv - 1.0)));	
    //Make it blue!
    fragColor = vec4(t * vec3(0.1, 1.1*t, pow(t, 0.5-t)), 1.0);
}


