| @@ -88,7 +88,7 @@ float noise3d(vec3 p) | |||
| void main(void) | |||
| { | |||
| /* Dither the transition between water and fire */ | |||
| float test = pass_Position.z * pass_Position.w + sin(2.0 * u_Time); | |||
| float test = pass_Position.z * pass_Position.w + 1.5 * sin(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)); | |||
| @@ -136,13 +136,40 @@ void main(void) | |||
| -- HLSL.Vert -- | |||
| float mod289(float x) | |||
| { | |||
| return x - floor(x * (1.0 / 289.0)) * 289.0; | |||
| } | |||
| void main(float2 in_Position : POSITION, | |||
| uniform float2 u_WinSize, | |||
| uniform float u_Time, | |||
| out float4 out_Position : POSITION, | |||
| out float2 pass_Position : TEXCOORD0) | |||
| out float4 pass_Position : TEXCOORD0, | |||
| out float3 water[4] : TEXCOORD1, | |||
| out float3 fire[4] : TEXCOORD5) | |||
| { | |||
| //pass_Position = in_Position * u_WinSize; | |||
| pass_Position = in_Position * float2(1280.0, 720.0); | |||
| float3x3 r = float3x3(0.36, 0.48, -0.8, -0.8, 0.60, 0.0, 0.48, 0.64, 0.60); | |||
| float3 p_pos = mul(r, float3(in_Position * float2(16.0, 9.0), 0.0)); | |||
| float3 p_time = mul(r, float3(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 - mul(r, float3(0.0, mod289(u_Time) * 128.0, 0.0)); | |||
| 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 rotated screen coordinates */ | |||
| pass_Position.xy = in_Position; | |||
| float2x2 rot = float2x2(cos(u_Time), sin(u_Time), -sin(u_Time), cos(u_Time)); | |||
| pass_Position.zw = mul(rot, in_Position); | |||
| out_Position = float4(in_Position, 0.0, 1.0); | |||
| } | |||
| @@ -160,9 +187,6 @@ float4 perm(float4 x) | |||
| float noise3d(float3 p) | |||
| { | |||
| float3x3 r = float3x3(0.36, 0.48, -0.8, -0.8, 0.60, 0.0, 0.48, 0.64, 0.60); | |||
| p = mul(r, p); | |||
| float3 a = floor(p); | |||
| float3 d = p - a; | |||
| d = d * d * (3.0 - 2.0 * d); | |||
| @@ -184,32 +208,38 @@ float noise3d(float3 p) | |||
| return o4.y * d.y + o4.x * (1.0 - d.y); | |||
| } | |||
| void main(in float2 pass_Position : TEXCOORD0, | |||
| void main(in float4 pass_Position : TEXCOORD0, | |||
| in float3 water[4] : TEXCOORD1, | |||
| in float3 fire[4] : TEXCOORD5, | |||
| uniform float u_Time, | |||
| out float4 out_FragColor : COLOR) | |||
| { | |||
| float2 xy = pass_Position; | |||
| float z = u_Time * 2.0; | |||
| 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); | |||
| /* Dither the transition between water and fire */ | |||
| float test = pass_Position.z * pass_Position.w + 1.5 * sin(u_Time); | |||
| float2 d = float2(16.0, 9.0) * pass_Position.xy; | |||
| test += 0.5 * (length(frac(d) - 0.5) - length(frac(d + 0.5) - 0.5)); | |||
| if (tx * ty > 0.0) | |||
| xy.y -= z * 200.0; | |||
| float3 points[4]; | |||
| points[0] = (test > 0.0) ? fire[0] : water[0]; | |||
| points[1] = (test > 0.0) ? fire[1] : water[1]; | |||
| points[2] = (test > 0.0) ? fire[2] : water[2]; | |||
| points[3] = (test > 0.0) ? fire[3] : water[3]; | |||
| 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)); | |||
| /* Compute 4 octaves of noise */ | |||
| float4 n = float4(noise3d(points[0]), | |||
| noise3d(points[1]), | |||
| noise3d(points[2]), | |||
| noise3d(points[3])); | |||
| float4 color; | |||
| if (tx * ty > 0.0) | |||
| if (test > 0.0) | |||
| { | |||
| float p = 0.5 * p1 + 0.25 * p2 + 0.125 * (p3 + p4); | |||
| /* Use noise results for fire */ | |||
| float p = dot(n, float4(0.125, 0.125, 0.25, 0.5)); | |||
| /* Scroll by adding [-.5,.5] */ | |||
| p -= pass_Position.y / 1440.0; | |||
| /* 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); | |||
| @@ -222,12 +252,13 @@ void main(in float2 pass_Position : TEXCOORD0, | |||
| } | |||
| else | |||
| { | |||
| float p = 0.5 * p1 + 0.25 * p2 + 0.125 * (p3 + p4); | |||
| /* Use noise results for water */ | |||
| float p = dot(abs(2.0 * n - 1.0), | |||
| float4(0.5, 0.25, 0.125, 0.125)); | |||
| float q = sqrt(p); | |||
| 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 - 0.5 * q, | |||
| 1.0, | |||
| 1.0); | |||
| } | |||