|
|
@@ -6,8 +6,7 @@ uniform float u_Time; |
|
|
|
|
|
|
|
attribute vec2 in_Position; |
|
|
|
|
|
|
|
varying vec2 pass_Position; |
|
|
|
varying mat2 pass_Rotation; |
|
|
|
varying vec4 pass_Position; |
|
|
|
varying vec3 water[4]; |
|
|
|
varying vec3 fire[4]; |
|
|
|
|
|
|
@@ -30,13 +29,15 @@ void main(void) |
|
|
|
|
|
|
|
/* Noise sampling points for fire */ |
|
|
|
p_pos = 16.0 * p_pos - r * vec3(0.0, mod289(u_Time) * 128.0, 0.0); |
|
|
|
fire[0] = p_pos / 2.0 + p_time; |
|
|
|
fire[1] = p_pos / 4.0 + p_time; |
|
|
|
fire[0] = p_pos / 2.0 + p_time * 2.0; |
|
|
|
fire[1] = p_pos / 4.0 + p_time * 1.5; |
|
|
|
fire[2] = p_pos / 8.0 + p_time; |
|
|
|
fire[3] = p_pos / 16.0 + p_time; |
|
|
|
|
|
|
|
pass_Position = in_Position; |
|
|
|
pass_Rotation = mat2(cos(u_Time), sin(u_Time), -sin(u_Time), cos(u_Time)); |
|
|
|
/* Pass rotated screen coordinates */ |
|
|
|
pass_Position.xy = in_Position; |
|
|
|
mat2 rot = mat2(cos(u_Time), sin(u_Time), -sin(u_Time), cos(u_Time)); |
|
|
|
pass_Position.zw = rot * in_Position; |
|
|
|
|
|
|
|
gl_Position = vec4(in_Position, 0.0, 1.0); |
|
|
|
} |
|
|
@@ -47,8 +48,7 @@ void main(void) |
|
|
|
|
|
|
|
uniform float u_Time; |
|
|
|
|
|
|
|
varying vec2 pass_Position; |
|
|
|
varying mat2 pass_Rotation; |
|
|
|
varying vec4 pass_Position; |
|
|
|
varying vec3 water[4]; |
|
|
|
varying vec3 fire[4]; |
|
|
|
|
|
|
@@ -87,15 +87,13 @@ float noise3d(vec3 p) |
|
|
|
|
|
|
|
void main(void) |
|
|
|
{ |
|
|
|
vec2 tmp = pass_Rotation * pass_Position; |
|
|
|
float test = tmp.x * tmp.y + sin(3.0 * u_Time); |
|
|
|
|
|
|
|
/* Add some garbage noise */ |
|
|
|
vec2 d = vec2(16.0, 9.0) * pass_Position; |
|
|
|
/* Dither the transition between water and fire */ |
|
|
|
float test = pass_Position.z * pass_Position.w + sin(2.0 * u_Time); |
|
|
|
vec2 d = vec2(16.0, 9.0) * pass_Position.xy; |
|
|
|
test += 0.5 * (length(fract(d) - 0.5) - length(fract(d + 0.5) - 0.5)); |
|
|
|
|
|
|
|
/* Compute 4 octaves of noise */ |
|
|
|
vec3 points[4] = (test > 0.0) ? fire : water; |
|
|
|
|
|
|
|
vec4 n = vec4(noise3d(points[0]), |
|
|
|
noise3d(points[1]), |
|
|
|
noise3d(points[2]), |
|
|
@@ -105,9 +103,10 @@ void main(void) |
|
|
|
|
|
|
|
if (test > 0.0) |
|
|
|
{ |
|
|
|
/* Use noise results for fire */ |
|
|
|
float p = dot(n, vec4(0.125, 0.125, 0.25, 0.5)); |
|
|
|
|
|
|
|
/* Fade out by adding [-.5,.5] */ |
|
|
|
/* Fade to black on top of screen */ |
|
|
|
p -= pass_Position.y * 0.8 + 0.25; |
|
|
|
p = max(p, 0.0); |
|
|
|
p = min(p, 1.0); |
|
|
@@ -121,6 +120,7 @@ void main(void) |
|
|
|
} |
|
|
|
else |
|
|
|
{ |
|
|
|
/* Use noise results for water */ |
|
|
|
float p = dot(abs(2.0 * n - 1.0), |
|
|
|
vec4(0.5, 0.25, 0.125, 0.125)); |
|
|
|
float q = sqrt(p); |
|
|
|