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