🎉 Add initial incinerate effect

This commit is contained in:
Simon Schneegans
2022-05-21 11:08:24 +02:00
parent 703f990f7f
commit 48aa96312f
6 changed files with 496 additions and 0 deletions
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// Inject some common shader snippets. It is only possible to include glsl files from the
// "common" directory. Also, the files in the "common" directory are not allowed to
// include any further files.
#include "common/uniforms.glsl"
#include "common/noise.glsl"
#include "common/easing.glsl"
#include "common/compositing.glsl"
#include "common/edgeMask.glsl"
uniform vec2 uSeed;
uniform vec3 uColor;
uniform float uScale;
uniform float uWidth;
uniform float uTurbulence;
vec4 getFireColor(float v) {
const float steps[3] = float[](0.0, 0.5, 1.0);
vec4 colors[3] = vec4[](vec4(1, 0, 0, 0), vec4(1, 0, 0, 0.5), vec4(1, 1, 0, 1));
if (v < steps[0]) {
return colors[0];
}
for (int i = 0; i < 2; ++i) {
if (v <= steps[i + 1]) {
return mix(colors[i], colors[i + 1],
vec4(v - steps[i]) / (steps[i + 1] - steps[i]));
}
}
return colors[2];
}
void main() {
float progress = uProgress / 0.8;
progress = uForOpening ? 1.0 - progress : progress;
vec2 uv = 0.01 * cogl_tex_coord_in[0].st * uSize / uScale;
float lfNoise = simplex2D(cogl_tex_coord_in[0].st + uSeed);
lfNoise = mix(lfNoise - 1.0, lfNoise + 1.0, progress);
float hfNoise = simplex2DFractal(uv + uSeed);
hfNoise = mix(hfNoise - 1.0, hfNoise + 1.0, progress);
float noise = mix(lfNoise, hfNoise, uTurbulence);
float fire = noise / (0.03 * uWidth) - progress / (0.03 * uWidth) + progress;
vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st);
// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
if (windowColor.a > 0) {
windowColor.rgb /= windowColor.a;
}
cogl_color_out = windowColor;
if (fire >= 1) {
cogl_color_out.a = 0;
} else if (fire > 0) {
vec4 fire = getFireColor(fire);
fire.a *= cogl_color_out.a;
cogl_color_out = alphaOver(cogl_color_out, fire);
}
if ((uForOpening && fire < 0) || (!uForOpening && fire > 1)) {
float smoke = (uForOpening ? -fire : fire - 1) * uWidth;
vec2 uv = 0.01 * cogl_tex_coord_in[0].st * uSize / uScale;
vec2 smokeShift = vec2(0, smoke * 0.1);
smoke = clamp(smoke, 0, 1) * simplex2DFractal(uv + uSeed + smokeShift);
smoke *= getRelativeEdgeMask(0.3);
float fadeOutProgress = clamp((uProgress - 0.7) / 0.3, 0, 1);
smoke *= 1 - fadeOutProgress;
cogl_color_out = alphaOver(cogl_color_out, vec4(vec3(0.2), smoke));
}
// if (cogl_tex_coord_in[0].s > 0.5) {
// cogl_color_out = vec4(vec3(noise), 1.0);
// }
}
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