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@@ -88,7 +88,7 @@ float noise3d(vec3 p) |
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void main(void) |
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{ |
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/* Dither the transition between water and fire */ |
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float test = pass_Position.z * pass_Position.w + sin(2.0 * u_Time); |
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float test = pass_Position.z * pass_Position.w + 1.5 * sin(u_Time); |
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vec2 d = vec2(16.0, 9.0) * pass_Position.xy; |
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test += 0.5 * (length(fract(d) - 0.5) - length(fract(d + 0.5) - 0.5)); |
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@@ -136,13 +136,40 @@ void main(void) |
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-- HLSL.Vert -- |
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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(float2 in_Position : POSITION, |
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uniform float2 u_WinSize, |
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uniform float u_Time, |
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out float4 out_Position : POSITION, |
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out float2 pass_Position : TEXCOORD0) |
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out float4 pass_Position : TEXCOORD0, |
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out float3 water[4] : TEXCOORD1, |
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out float3 fire[4] : TEXCOORD5) |
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{ |
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//pass_Position = in_Position * u_WinSize; |
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pass_Position = in_Position * float2(1280.0, 720.0); |
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float3x3 r = float3x3(0.36, 0.48, -0.8, -0.8, 0.60, 0.0, 0.48, 0.64, 0.60); |
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float3 p_pos = mul(r, float3(in_Position * float2(16.0, 9.0), 0.0)); |
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float3 p_time = mul(r, float3(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 - mul(r, float3(0.0, mod289(u_Time) * 128.0, 0.0)); |
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fire[0] = p_pos / 2.0 + p_time * 2.0; |
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fire[1] = p_pos / 4.0 + p_time * 1.5; |
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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 rotated screen coordinates */ |
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pass_Position.xy = in_Position; |
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float2x2 rot = float2x2(cos(u_Time), sin(u_Time), -sin(u_Time), cos(u_Time)); |
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pass_Position.zw = mul(rot, in_Position); |
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out_Position = float4(in_Position, 0.0, 1.0); |
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} |
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@@ -160,9 +187,6 @@ float4 perm(float4 x) |
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float noise3d(float3 p) |
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{ |
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float3x3 r = float3x3(0.36, 0.48, -0.8, -0.8, 0.60, 0.0, 0.48, 0.64, 0.60); |
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p = mul(r, p); |
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float3 a = floor(p); |
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float3 d = p - a; |
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d = d * d * (3.0 - 2.0 * d); |
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@@ -184,32 +208,38 @@ float noise3d(float3 p) |
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return o4.y * d.y + o4.x * (1.0 - d.y); |
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} |
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void main(in float2 pass_Position : TEXCOORD0, |
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void main(in float4 pass_Position : TEXCOORD0, |
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in float3 water[4] : TEXCOORD1, |
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in float3 fire[4] : TEXCOORD5, |
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uniform float u_Time, |
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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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float z = u_Time * 2.0; |
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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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/* Dither the transition between water and fire */ |
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float test = pass_Position.z * pass_Position.w + 1.5 * sin(u_Time); |
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float2 d = float2(16.0, 9.0) * pass_Position.xy; |
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test += 0.5 * (length(frac(d) - 0.5) - length(frac(d + 0.5) - 0.5)); |
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if (tx * ty > 0.0) |
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xy.y -= z * 200.0; |
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float3 points[4]; |
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points[0] = (test > 0.0) ? fire[0] : water[0]; |
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points[1] = (test > 0.0) ? fire[1] : water[1]; |
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points[2] = (test > 0.0) ? fire[2] : water[2]; |
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points[3] = (test > 0.0) ? fire[3] : water[3]; |
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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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/* Compute 4 octaves of noise */ |
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float4 n = float4(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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float4 color; |
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if (tx * ty > 0.0) |
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if (test > 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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/* Use noise results for fire */ |
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float p = dot(n, float4(0.125, 0.125, 0.25, 0.5)); |
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/* Scroll by adding [-.5,.5] */ |
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p -= pass_Position.y / 1440.0; |
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/* Fade to black on top of screen */ |
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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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@@ -222,12 +252,13 @@ void main(in float2 pass_Position : TEXCOORD0, |
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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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/* Use noise results for water */ |
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float p = dot(abs(2.0 * n - 1.0), |
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float4(0.5, 0.25, 0.125, 0.125)); |
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float q = sqrt(p); |
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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 - 0.5 * q, |
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1.0, |
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1.0); |
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} |
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