fire.fragment.fx 1.1 KB

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  1. #ifdef GL_ES
  2. precision highp float;
  3. #endif
  4. uniform float time;
  5. uniform vec3 c1;
  6. uniform vec3 c2;
  7. uniform vec3 c3;
  8. uniform vec3 c4;
  9. uniform vec3 c5;
  10. uniform vec3 c6;
  11. uniform vec2 speed;
  12. uniform float shift;
  13. uniform float alphaThreshold;
  14. varying vec2 vUV;
  15. float rand(vec2 n) {
  16. return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);
  17. }
  18. float noise(vec2 n) {
  19. const vec2 d = vec2(0.0, 1.0);
  20. vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));
  21. return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);
  22. }
  23. float fbm(vec2 n) {
  24. float total = 0.0, amplitude = 1.0;
  25. for (int i = 0; i < 4; i++) {
  26. total += noise(n) * amplitude;
  27. n += n;
  28. amplitude *= 0.5;
  29. }
  30. return total;
  31. }
  32. void main() {
  33. vec2 p = vUV * 8.0;
  34. float q = fbm(p - time * 0.1);
  35. vec2 r = vec2(fbm(p + q + time * speed.x - p.x - p.y), fbm(p + q - time * speed.y));
  36. vec3 c = mix(c1, c2, fbm(p + r)) + mix(c3, c4, r.x) - mix(c5, c6, r.y);
  37. vec3 color = c * cos(shift * vUV.y);
  38. float luminance = dot(color.rgb, vec3(0.3, 0.59, 0.11));
  39. gl_FragColor = vec4(color, luminance * alphaThreshold + (1.0 - alphaThreshold));
  40. }