////////////////////////////////////////////////////////////////////////////////////////// // ) ( // // ( /( ( ( ) ( ( ( ( )\ ) ( ( // // )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // // ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // // | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // // | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< // // |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ // // |__/ // // Copyright (c) 2021 Simon Schneegans // // Released under the GPLv3 or later. See LICENSE file for details. // ////////////////////////////////////////////////////////////////////////////////////////// // The content from common.glsl is automatically prepended to each shader effect. uniform vec2 uSeed; uniform vec3 uColor; uniform float uScale; uniform float uTurbulence; vec4 getFireColor(float val) { return vec4(tritone(val, vec3(0.0), uColor, vec3(1.0)), val); } void main() { float SCORCH_WIDTH = 0.15 * uScale; float BURN_WIDTH = 0.02 * uScale; float SMOKE_WIDTH = 0.6 * uScale; float FLAME_WIDTH = 0.15 * uScale; float hideThreshold = mix(-SCORCH_WIDTH, 1.0 + SMOKE_WIDTH, uProgress); vec2 scorchRange = uForOpening ? vec2(hideThreshold - SCORCH_WIDTH, hideThreshold) : vec2(hideThreshold, hideThreshold + SCORCH_WIDTH); vec2 burnRange = vec2(hideThreshold - BURN_WIDTH, hideThreshold + BURN_WIDTH); vec2 flameRange = vec2(hideThreshold - FLAME_WIDTH, hideThreshold); vec2 smokeRange = vec2(hideThreshold - SMOKE_WIDTH, hideThreshold); vec2 uv = iTexCoord / uScale * uSize; float smokeNoise = simplex2DFractal(uv * 0.01 + uSeed + uProgress * vec2(0.0, 0.3 * uDuration)); vec2 center = uSeed.x > uSeed.y ? vec2(uSeed.x, floor(uSeed.y + 0.5)) : vec2(floor(uSeed.x + 0.5), uSeed.y); float circle = length(iTexCoord - center); float mask = mix(circle, smokeNoise, 0.2 * uTurbulence * uScale); float smokeMask = smoothstep(0.0, 1.0, (mask - smokeRange.x) / SMOKE_WIDTH) * getRelativeEdgeMask(0.2); float flameMask = smoothstep(0.0, 1.0, (mask - flameRange.x) / FLAME_WIDTH) * getRelativeEdgeMask(0.1); float fireMask = smoothstep(1.0, 0.0, abs(mask - hideThreshold) / BURN_WIDTH); float scorchMask = smoothstep(1.0, 0.0, (mask - scorchRange.x) / SCORCH_WIDTH); if (uForOpening) { scorchMask = 1.0 - scorchMask; } // Now we retrieve the window color. We add some distortion in the scorch zone. vec2 distort = vec2(0.0); if ((uForOpening && mask >= scorchRange.x) || (!uForOpening && mask <= scorchRange.y)) { distort = vec2(dFdx(mask), dFdy(mask)) * scorchMask * 5.0; } vec4 oColor = getInputColor(iTexCoord + distort); // Hide after buring zone has passed. if ((uForOpening && mask > smokeRange.y) || (!uForOpening && mask < smokeRange.y)) { oColor = vec4(0.0); } // Add smoke and embers. if (smokeRange.x < mask && mask < smokeRange.y) { float smoke = smokeMask * smokeNoise; oColor = alphaOver(oColor, vec4(0.5 * vec3(smoke), smoke)); float emberNoise = simplex2DFractal( uv * 0.05 + uSeed - smokeNoise * vec2(0.0, 0.3 * smokeMask * uDuration)); float embers = clamp(pow(emberNoise + 0.3, 100.0), 0.0, 2.0) * smoke; oColor += getFireColor(embers); } // Add scorch effect. if (scorchRange.x < mask && mask < scorchRange.y) { oColor.rgb = mix(oColor.rgb, mix(oColor.rgb, vec3(0.1, 0.05, 0.02), 0.4), scorchMask); } // Add trailing flames. if (min(burnRange.x, flameRange.x) < mask && mask < max(burnRange.y, flameRange.y)) { float flameNoise = simplex2DFractal(uv * 0.02 + uSeed + smokeNoise * vec2(0.0, 1.0 * uDuration) + vec2(0.0, uProgress * uDuration)); if (flameRange.x < mask && mask < flameRange.y) { float flame = clamp(pow(flameNoise + 0.3, 20.0), 0.0, 2.0) * flameMask; flame += clamp(pow(flameNoise + 0.4, 10.0), 0.0, 2.0) * flameMask * flameMask * 0.1; oColor += getFireColor(flame); } // Add burning edge. if (burnRange.x < mask && mask < burnRange.y) { float fire = fireMask * pow(flameNoise + 0.4, 4.0) * oColor.a; oColor += getFireColor(fire); } } setOutputColor(oColor); }