precision mediump float; uniform sampler2D u_texture; uniform vec2 u_resolution; uniform float u_step_size; varying vec2 v_texCoord; vec2 decodeSeed(vec4 encoded) { float x = floor(encoded.r * 255.0 + 0.5) * 256.0 + floor(encoded.g * 255.0 + 0.5); float y = floor(encoded.b * 255.0 + 0.5) * 256.0 + floor(encoded.a * 255.0 + 0.5); return vec2(x, y); } vec4 encodeSeed(vec2 seed) { float xHi = floor(seed.x / 256.0); float xLo = seed.x - xHi * 256.0; float yHi = floor(seed.y / 256.0); float yLo = seed.y - yHi * 256.0; return vec4(xHi / 255.0, xLo / 255.0, yHi / 255.0, yLo / 255.0); } bool isNoSeed(vec4 encoded) { return encoded.r > 0.99 && encoded.g > 0.99 && encoded.b > 0.99 && encoded.a > 0.99; } void main() { vec2 pixelCoord = floor(v_texCoord * u_resolution); vec2 texelSize = 1.0 / u_resolution; float bestDist = 1e10; vec2 bestSeed = vec2(65535.0); for (int dy = -1; dy <= 1; dy++) { for (int dx = -1; dx <= 1; dx++) { vec2 offset = vec2(float(dx), float(dy)) * u_step_size; vec2 sampleUV = v_texCoord + offset * texelSize; if (sampleUV.x < 0.0 || sampleUV.x > 1.0 || sampleUV.y < 0.0 || sampleUV.y > 1.0) continue; vec4 encoded = texture2D(u_texture, sampleUV); if (isNoSeed(encoded)) continue; vec2 seed = decodeSeed(encoded); float dist = distance(pixelCoord, seed); if (dist < bestDist) { bestDist = dist; bestSeed = seed; } } } if (bestDist < 1e9) { gl_FragColor = encodeSeed(bestSeed); } else { gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); } }