🔧 Tweak incinerate effect
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@@ -20,28 +20,27 @@ uniform float uScale;
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uniform float uTurbulence;
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const float SCORCH_WIDTH = 0.1;
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const float BURN_WIDTH = 0.02;
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const float SMOKE_WIDTH = 0.6;
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vec4 getFireColor(float val) {
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return vec4(tritone(val, vec3(0.0), vec3(1.0, 0.8, 0.6), vec3(1.0)), val);
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}
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float getMask(vec2 uv) {
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float noise = simplex2DFractal(uv * 0.005 + uSeed);
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float gradient = rotate(cogl_tex_coord_in[0].st - 0.5, uSeed.x * 2.0 * 3.141).x + 0.5;
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return mix(gradient, noise, 0.15);
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}
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void main() {
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float hideThreshold = mix(-SCORCH_WIDTH, 1.0 + SMOKE_WIDTH, uProgress);
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vec2 scorchRange = uForOpening ? vec2(hideThreshold - SCORCH_WIDTH, hideThreshold)
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: vec2(hideThreshold, hideThreshold + SCORCH_WIDTH);
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vec2 smokeRange = vec2(hideThreshold - SMOKE_WIDTH, hideThreshold);
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vec2 burnRange = vec2(hideThreshold - BURN_WIDTH, hideThreshold + BURN_WIDTH);
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vec2 uv = cogl_tex_coord_in[0].st / uScale * uSize;
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float mask = getMask(uv);
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vec2 uv = cogl_tex_coord_in[0].st / uScale * uSize;
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float noise = simplex2DFractal(uv * 0.005 + uSeed);
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float gradient = rotate(cogl_tex_coord_in[0].st - 0.5, uSeed.x * 2.0 * 3.141).x + 0.5;
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float mask = mix(gradient, noise, 0.15);
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vec2 distort = vec2(0.0);
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@@ -56,19 +55,7 @@ void main() {
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vec4 oColor = getInputColor(cogl_tex_coord_in[0].st + distort);
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float xNoise = simplex2D(uv * 0.05 + uSeed * 10.0 + 0.0) - 0.5;
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float yNoise = simplex2D(uv * 0.05 + uSeed * 10.0 + uDuration * uProgress) - 0.5;
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float maskDistorted = getMask(uv + vec2(xNoise, yNoise) * 50.0);
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float a = mask > hideThreshold ? 1.0 : 0.0;
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float b = maskDistorted > hideThreshold ? 1.0 : 0.0;
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float fireEdge = clamp(a - b, 0, 1) * oColor.a;
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if (uForOpening && mask > smokeRange.y) {
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oColor = vec4(0.0);
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}
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if (!uForOpening && mask < smokeRange.y) {
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if ((uForOpening && mask > smokeRange.y) || (!uForOpening && mask < smokeRange.y)) {
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oColor = vec4(0.0);
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}
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@@ -78,7 +65,6 @@ void main() {
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simplex2DFractal(uv * 0.01 + uSeed - smoke * smoke * vec2(0.0, 0.1 * uDuration));
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float emberNoise =
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simplex2DFractal(uv * 0.075 + uSeed - smoke * vec2(0.0, 0.5 * uDuration));
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fireEdge = fireEdge * pow(emberNoise + 0.4, 4.0);
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if (smokeRange.x < mask && mask < smokeRange.y) {
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@@ -99,7 +85,11 @@ void main() {
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oColor.rgb = mix(oColor.rgb, mix(oColor.rgb, vec3(0.1, 0.05, 0.02), 0.4), scorch);
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}
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oColor = alphaOver(oColor, getFireColor(fireEdge));
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if (burnRange.x < mask && mask < burnRange.y) {
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float fireEdge = smoothstep(1, 0, abs(mask - hideThreshold) / BURN_WIDTH) * oColor.a;
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fireEdge = fireEdge * pow(emberNoise + 0.4, 4.0);
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oColor = alphaOver(oColor, getFireColor(fireEdge));
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}
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setOutputColor(oColor);
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}
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