[vert.glsl] #version 120 uniform float u_Time; attribute vec2 in_Position; varying vec4 pass_Position; 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 * 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; 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); } [frag.glsl] #version 120 uniform float u_Time; varying vec4 pass_Position; varying vec3 water[4]; varying vec3 fire[4]; vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec4 perm(vec4 x) { return mod289(((x * 34.0) + 1.0) * x); } float noise3d(vec3 p) { vec3 a = floor(p); vec3 d = p - a; d = d * d * (3.0 - 2.0 * d); vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0); vec4 k1 = perm(b.xyxy); vec4 k2 = perm(k1.xyxy + b.zzww); vec4 c = k2 + a.zzzz; vec4 k3 = perm(c); vec4 k4 = perm(c + 1.0); vec4 o1 = fract(k3 * (1.0 / 41.0)); vec4 o2 = fract(k4 * (1.0 / 41.0)); vec4 o3 = o2 * d.z + o1 * (1.0 - d.z); vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x); return o4.y * d.y + o4.x * (1.0 - d.y); } void main(void) { /* Dither the transition between water and fire */ 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)); /* 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]), noise3d(points[3])); vec4 color; if (test > 0.0) { /* Use noise results for fire */ float p = dot(n, vec4(0.125, 0.125, 0.25, 0.5)); /* 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); 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 { /* 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); color = vec4(1.0 - q, 1.0 - 0.5 * q, 1.0, 1.0); } gl_FragColor = color; } [vert.hlsl] float mod289(float x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } void main(float2 in_Position : POSITION, uniform float u_Time, out float4 out_Position : POSITION, out float4 pass_Position : TEXCOORD0, out float3 water[4] : TEXCOORD1, out float3 fire[4] : TEXCOORD5) { 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); } [frag.hlsl] float4 mod289(float4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } float4 perm(float4 x) { return mod289(((x * 34.0) + 1.0) * x); } float noise3d(float3 p) { float3 a = floor(p); float3 d = p - a; d = d * d * (3.0 - 2.0 * d); float4 b = a.xxyy + float4(0.0, 1.0, 0.0, 1.0); float4 k1 = perm(b.xyxy); float4 k2 = perm(k1.xyxy + b.zzww); float4 c = k2 + a.zzzz; float4 k3 = perm(c); float4 k4 = perm(c + 1.0); float4 o1 = frac(k3 * (1.0 / 41.0)); float4 o2 = frac(k4 * (1.0 / 41.0)); float4 o3 = o2 * d.z + o1 * (1.0 - d.z); float2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x); return o4.y * d.y + o4.x * (1.0 - d.y); } 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) { /* 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)); 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]; /* Compute 4 octaves of noise */ float4 n = float4(noise3d(points[0]), noise3d(points[1]), noise3d(points[2]), noise3d(points[3])); float4 color; if (test > 0.0) { /* Use noise results for fire */ float p = dot(n, float4(0.125, 0.125, 0.25, 0.5)); /* 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); 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 { /* 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); color = float4(1.0 - q, 1.0 - 0.5 * q, 1.0, 1.0); } out_FragColor = color; }