🚚 Move fire shader to its own file

This commit is contained in:
Simon Schneegans
2021-12-22 05:40:42 +01:00
parent e32b11a010
commit 3149371a04
5 changed files with 212 additions and 141 deletions
+102
View File
@@ -0,0 +1,102 @@
//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
// |__/ //
// Copyright (c) 2021 Simon Schneegans //
// Released under the GPLv3 or later. See LICENSE file for details. //
//////////////////////////////////////////////////////////////////////////////////////////
'use strict';
function standardUniforms() {
return `
uniform sampler2D uTexture;
uniform float uProgress;
uniform float uTime;
uniform int uSizeX;
uniform int uSizeY;
`;
}
// The noise implementation is from https://www.shadertoy.com/view/3tcBzH
// (CC-BY-NC-SA).
function noise() {
return `
float rand(vec2 co) {
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
float hermite(float t) {
return t * t * (3.0 - 2.0 * t);
}
float noiseImpl(vec2 co, float frequency) {
vec2 v = vec2(co.x * frequency, co.y * frequency);
float ix1 = floor(v.x);
float iy1 = floor(v.y);
float ix2 = floor(v.x + 1.0);
float iy2 = floor(v.y + 1.0);
float fx = hermite(fract(v.x));
float fy = hermite(fract(v.y));
float fade1 = mix(rand(vec2(ix1, iy1)), rand(vec2(ix2, iy1)), fx);
float fade2 = mix(rand(vec2(ix1, iy2)), rand(vec2(ix2, iy2)), fx);
return mix(fade1, fade2, fy);
}
float perlinNoise(vec2 co, float freq, int steps, float persistence) {
float value = 0.0;
float ampl = 1.0;
float sum = 0.0;
for(int i=0 ; i<steps ; i++) {
sum += ampl;
value += noiseImpl(co, freq) * ampl;
freq *= 2.0;
ampl *= persistence;
}
return value / sum;
}
`;
}
function effectMask() {
return `
vec2 effectMask(float hideTime, float fadeWidth, float edgeFadeWidth) {
float burnProgress = clamp(uProgress/hideTime, 0, 1);
float afterBurnProgress = clamp((uProgress-hideTime)/(1-hideTime), 0, 1);
// Gradient from top to bottom.
float t = cogl_tex_coord_in[0].t * (1 - fadeWidth);
// Visible part of the window. Gradually dissolves towards the bottom.
float windowMask = 1 - clamp((burnProgress - t) / fadeWidth, 0, 1);
// Gradient from top burning window.
float effectMask = clamp(t*(1-windowMask)/burnProgress, 0, 1);
// Fade-out when the window burned down.
if (uProgress > hideTime) {
effectMask *= mix(1, 1-t, afterBurnProgress) * pow(1-afterBurnProgress, 2);
}
// Fade at window borders.
vec2 pos = cogl_tex_coord_in[0].st * vec2(uSizeX, uSizeY);
effectMask *= clamp(pos.x / edgeFadeWidth, 0, 1);
effectMask *= clamp(pos.y / edgeFadeWidth, 0, 1);
effectMask *= clamp((uSizeX - pos.x) / edgeFadeWidth, 0, 1);
effectMask *= clamp((uSizeY - pos.y) / edgeFadeWidth, 0, 1);
return vec2(windowMask, effectMask);
}
`;
}