♻️ Remove duplicated code

This commit is contained in:
Simon Schneegans
2025-03-09 11:01:21 +01:00
parent 98769fd61b
commit 87ac8b401a
+14 -49
View File
@@ -22,8 +22,6 @@ uniform vec4 uGradient2;
uniform vec4 uGradient3;
uniform vec4 uGradient4;
uniform vec4 uGradient5;
//new
uniform bool uRandomColor;
uniform float uSeed;
@@ -33,37 +31,7 @@ const float FADE_WIDTH = 0.1;
const float HIDE_TIME = 0.4;
// This maps the input value from [0..1] to a color from the gradient.
vec4 getFireColor(float v) {
float steps[5];
steps[0] = 0.0;
steps[1] = 0.2;
steps[2] = 0.35;
steps[3] = 0.5;
steps[4] = 0.8;
vec4 colors[5];
colors[0] = uGradient1;
colors[1] = uGradient2;
colors[2] = uGradient3;
colors[3] = uGradient4;
colors[4] = uGradient5;
if (v < steps[0]) {
return colors[0];
}
for (int i = 0; i < 4; ++i) {
if (v <= steps[i + 1]) {
return mix(colors[i], colors[i + 1],
vec4(v - steps[i]) / (steps[i + 1] - steps[i]));
}
}
return colors[4];
}
vec4 getFireColorV2(float v, vec4 c0, vec4 c1, vec4 c2, vec4 c3, vec4 c4)
{
vec4 getFireColor(float v, vec4 c0, vec4 c1, vec4 c2, vec4 c3, vec4 c4) {
float steps[5];
steps[0] = 0.0;
steps[1] = 0.2;
@@ -149,26 +117,23 @@ void main() {
// Map noise value to color.
vec4 fire = vec4(0.0);
if (uRandomColor)
{
vec3 baseColor0 = offsetHue(vec3(1.0,0.0,0.0), hash11(uSeed));
if (uRandomColor) {
vec3 baseColor0 = offsetHue(vec3(1.0, 0.0, 0.0), hash11(uSeed));
vec3 baseColor1 = offsetHue(baseColor0, 0.1);
vec3 baseColor2 = offsetHue(baseColor1, 0.1);
//hardcoding alpha values
vec4 c0 = vec4(baseColor0,0.0);
vec4 c1 = vec4(baseColor0,0.3);
vec4 c2 = vec4(baseColor1,0.6);
vec4 c3 = vec4(baseColor1,0.9);
vec4 c4 = vec4(baseColor2,1.0);
// Hardcoding some alpha values.
vec4 c0 = vec4(baseColor0, 0.0);
vec4 c1 = vec4(baseColor0, 0.3);
vec4 c2 = vec4(baseColor1, 0.6);
vec4 c3 = vec4(baseColor1, 0.9);
vec4 c4 = vec4(baseColor2, 1.0);
fire = getFireColorV2(noise,c0,c1,c2,c3,c4);
}
else
{
fire = getFireColor(noise);
fire = getFireColor(noise, c0, c1, c2, c3, c4);
} else {
fire =
getFireColor(noise, uGradient1, uGradient2, uGradient3, uGradient4, uGradient5);
}
// Get the window texture.