Files
Burn-My-Windows/resources/shaders/incinerate.frag
T
Simon Schneegans 15702cf3da 🔧 Tweak incinerate effect
2022-06-18 09:44:38 +02:00

95 lines
3.9 KiB
GLSL

//////////////////////////////////////////////////////////////////////////////////////////
// ) ( //
// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ 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 uWidth;
uniform float uTurbulence;
const float SCORCH_WIDTH = 0.1;
const float BURN_WIDTH = 0.02;
const float SMOKE_WIDTH = 0.6;
vec4 getFireColor(float val) {
return vec4(tritone(val, vec3(0.0), vec3(1.0, 0.8, 0.6), vec3(1.0)), val);
}
void main() {
float hideThreshold = mix(-SCORCH_WIDTH, 1.0 + SMOKE_WIDTH, uProgress);
vec2 scorchRange = uForOpening ? vec2(hideThreshold - SCORCH_WIDTH, hideThreshold)
: vec2(hideThreshold, hideThreshold + SCORCH_WIDTH);
vec2 smokeRange = vec2(hideThreshold - SMOKE_WIDTH, hideThreshold);
vec2 burnRange = vec2(hideThreshold - BURN_WIDTH, hideThreshold + BURN_WIDTH);
vec2 uv = cogl_tex_coord_in[0].st / uScale * uSize;
float noise = simplex2DFractal(uv * 0.005 + uSeed);
float gradient = rotate(cogl_tex_coord_in[0].st - 0.5, uSeed.x * 2.0 * 3.141).x + 0.5;
float mask = mix(gradient, noise, 0.15);
vec2 distort = vec2(0.0);
if (!uForOpening && (smokeRange.x < mask && mask < smokeRange.y)) {
distort.y += pow(1.0 - (mask - smokeRange.x) / SMOKE_WIDTH, 2.0) * 0.1;
}
if ((uForOpening && mask > scorchRange.x) || (!uForOpening && mask <= scorchRange.y)) {
distort +=
0.5 * vec2(dFdx(mask), dFdy(mask)) * (scorchRange.y - mask) / SCORCH_WIDTH * 5.0;
}
vec4 oColor = getInputColor(cogl_tex_coord_in[0].st + distort);
if ((uForOpening && mask > smokeRange.y) || (!uForOpening && mask < smokeRange.y)) {
oColor = vec4(0.0);
}
float smoke =
smoothstep(0, 1, (mask - smokeRange.x) / SMOKE_WIDTH) * getRelativeEdgeMask(0.1);
smoke *=
simplex2DFractal(uv * 0.01 + uSeed - smoke * smoke * vec2(0.0, 0.1 * uDuration));
float emberNoise =
simplex2DFractal(uv * 0.075 + uSeed - smoke * vec2(0.0, 0.5 * uDuration));
if (smokeRange.x < mask && mask < smokeRange.y) {
oColor = alphaOver(oColor, vec4(0.5 * vec3(smoke), smoke));
float embers = clamp(pow(emberNoise + 0.32, 100.0), 0.0, 2.0) * smoke;
embers += clamp(pow(emberNoise + 0.32, 10.0), 0.0, 2.0) * smoke;
oColor = alphaOver(oColor, getFireColor(embers));
}
// Add scorch effect.
if (scorchRange.x < mask && mask < scorchRange.y) {
float scorch = smoothstep(1, 0, (mask - scorchRange.x) / SCORCH_WIDTH);
if (uForOpening) {
scorch = 1.0 - scorch;
}
oColor.rgb = mix(oColor.rgb, mix(oColor.rgb, vec3(0.1, 0.05, 0.02), 0.4), scorch);
}
if (burnRange.x < mask && mask < burnRange.y) {
float fireEdge = smoothstep(1, 0, abs(mask - hideThreshold) / BURN_WIDTH) * oColor.a;
fireEdge = fireEdge * pow(emberNoise + 0.4, 4.0);
oColor = alphaOver(oColor, getFireColor(fireEdge));
}
setOutputColor(oColor);
}