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@@ -2,10 +2,42 @@ |
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#version 120 |
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uniform float u_Time; |
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attribute vec2 in_Position; |
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varying vec2 pass_Position; |
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varying mat2 pass_Rotation; |
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varying vec3 water[4]; |
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varying vec3 fire[4]; |
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float mod289(float x) |
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{ |
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return x - floor(x * (1.0 / 289.0)) * 289.0; |
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} |
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void main(void) |
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{ |
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mat3 r = mat3(0.36, 0.48, -0.8, -0.8, 0.60, 0.0, 0.48, 0.64, 0.60); |
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vec3 p_pos = r * vec3(in_Position * vec2(16.0, 9.0), 0.0); |
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vec3 p_time = r * vec3(0.0, 0.0, u_Time * 2.0); |
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/* Noise sampling points for water */ |
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water[0] = p_pos / 2.0 + p_time; |
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water[1] = p_pos / 4.0 + p_time; |
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water[2] = p_pos / 8.0 + p_time; |
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water[3] = p_pos / 16.0 + p_time; |
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/* Noise sampling points for fire */ |
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p_pos = 16.0 * p_pos - r * vec3(0.0, mod289(u_Time) * 128.0, 0.0); |
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fire[0] = p_pos / 2.0 + p_time; |
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fire[1] = p_pos / 4.0 + p_time; |
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fire[2] = p_pos / 8.0 + p_time; |
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fire[3] = p_pos / 16.0 + p_time; |
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pass_Position = in_Position; |
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pass_Rotation = mat2(cos(u_Time), sin(u_Time), -sin(u_Time), cos(u_Time)); |
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gl_Position = vec4(in_Position, 0.0, 1.0); |
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} |
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@@ -15,6 +47,11 @@ void main(void) |
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uniform float u_Time; |
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varying vec2 pass_Position; |
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varying mat2 pass_Rotation; |
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varying vec3 water[4]; |
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varying vec3 fire[4]; |
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vec4 mod289(vec4 x) |
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{ |
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return x - floor(x * (1.0 / 289.0)) * 289.0; |
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@@ -27,9 +64,6 @@ vec4 perm(vec4 x) |
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float noise3d(vec3 p) |
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{ |
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mat3 r = mat3(0.36, 0.48, -0.8, -0.8, 0.60, 0.0, 0.48, 0.64, 0.60); |
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p = r * p; |
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vec3 a = floor(p); |
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vec3 d = p - a; |
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d = d * d * (3.0 - 2.0 * d); |
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@@ -53,26 +87,47 @@ float noise3d(vec3 p) |
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void main(void) |
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{ |
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vec2 xy = gl_FragCoord.xy * 2.0; |
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xy.y -= u_Time * 400.0; |
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float z = u_Time * 2.0; |
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float p = noise3d(vec3(xy / 80.0, z)) / 2.0 |
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+ noise3d(vec3(xy / 40.0, z)) / 4.0 |
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+ noise3d(vec3(xy / 20.0, z)) / 8.0 |
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+ noise3d(vec3(xy / 10.0, z)) / 16.0; |
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/* Scroll by adding [-.5,.5] */ |
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p -= gl_FragCoord.y / 720.0 - 0.5; |
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p = max(p, 0.0); |
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p = min(p, 1.0); |
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float q = p * p * (3.0 - 2.0 * p); |
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float r = q * q * (3.0 - 2.0 * q); |
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gl_FragColor = vec4(min(q * 2.0, 1.0), |
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max(r * 1.5 - 0.5, 0.0), |
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max(q * 8.0 - 7.3, 0.0), |
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1.0); |
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vec2 tmp = pass_Rotation * pass_Position; |
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float test = tmp.x * tmp.y + 0.75 * sin(3.0 * u_Time); |
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vec3 points[4] = (test > 0.0) ? fire : water; |
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vec4 n = vec4(noise3d(points[0]), |
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noise3d(points[1]), |
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noise3d(points[2]), |
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noise3d(points[3])); |
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vec4 color; |
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if (test > 0.0) |
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{ |
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float p = dot(n, vec4(0.125, 0.125, 0.25, 0.5)); |
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/* Fade out by adding [-.5,.5] */ |
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p -= pass_Position.y * 0.8 + 0.25; |
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p = max(p, 0.0); |
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p = min(p, 1.0); |
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float q = p * p * (3.0 - 2.0 * p); |
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float r = q * q * (3.0 - 2.0 * q); |
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color = vec4(min(q * 2.0, 1.0), |
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max(r * 1.5 - 0.5, 0.0), |
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max(q * 8.0 - 7.3, 0.0), |
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1.0); |
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} |
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else |
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{ |
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float p = dot(abs(2.0 * n - 1.0), |
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vec4(0.5, 0.25, 0.125, 0.125)); |
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float q = sqrt(p); |
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color = vec4(1.0 - q, |
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1.0 - 0.5 * q, |
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1.0, |
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1.0); |
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} |
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gl_FragColor = color; |
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} |
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-- HLSL.Vert -- |
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@@ -130,23 +185,48 @@ void main(in float2 pass_Position : TEXCOORD0, |
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out float4 out_FragColor : COLOR) |
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{ |
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float2 xy = pass_Position; |
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xy.y -= u_Time * 400.0; |
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float z = u_Time * 2.0; |
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float p = noise3d(float3(xy / 80.0, z)) / 2.0 |
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+ noise3d(float3(xy / 40.0, z)) / 4.0 |
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+ noise3d(float3(xy / 20.0, z)) / 8.0 |
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+ noise3d(float3(xy / 10.0, z)) / 16.0; |
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/* Scroll by adding [-.5,.5] */ |
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p -= pass_Position.y / 1440.0; |
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p = max(p, 0.0); |
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p = min(p, 1.0); |
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float q = p * p * (3.0 - 2.0 * p); |
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float r = q * q * (3.0 - 2.0 * q); |
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out_FragColor = float4(min(q * 2.0, 1.0), |
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max(r * 1.5 - 0.5, 0.0), |
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max(q * 8.0 - 7.3, 0.0), |
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1.0); |
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float tx = pass_Position.x * cos(u_Time) - pass_Position.y * sin(u_Time); |
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float ty = pass_Position.x * sin(u_Time) + pass_Position.y * cos(u_Time); |
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if (tx * ty > 0.0) |
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xy.y -= z * 200.0; |
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float p1 = noise3d(float3(xy / 80.0, z)); |
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float p2 = noise3d(float3(xy / 40.0, z)); |
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float p3 = noise3d(float3(xy / 20.0, z)); |
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float p4 = noise3d(float3(xy / 10.0, z)); |
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float4 color; |
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if (tx * ty > 0.0) |
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{ |
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float p = 0.5 * p1 + 0.25 * p2 + 0.125 * (p3 + p4); |
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/* Scroll by adding [-.5,.5] */ |
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p -= pass_Position.y / 1440.0; |
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p = max(p, 0.0); |
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p = min(p, 1.0); |
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float q = p * p * (3.0 - 2.0 * p); |
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float r = q * q * (3.0 - 2.0 * q); |
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color = float4(min(q * 2.0, 1.0), |
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max(r * 1.5 - 0.5, 0.0), |
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max(q * 8.0 - 7.3, 0.0), |
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1.0); |
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} |
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else |
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{ |
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float p = 0.5 * p1 + 0.25 * p2 + 0.125 * (p3 + p4); |
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float q = p * p * (3.0 - 2.0 * p); |
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float r = q * q * (3.0 - 2.0 * q); |
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color = float4(1.0 - q, |
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1.0 - 0.5 * r, |
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1.0, |
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1.0); |
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} |
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out_FragColor = color; |
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} |