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