136 lines
4.6 KiB
GLSL
136 lines
4.6 KiB
GLSL
//////////////////////////////////////////////////////////////////////////////////////////
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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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// The content from common.glsl is automatically prepended to each shader effect.
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uniform sampler2D uAshTexture;
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uniform vec2 uSeed;
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// uniform vec3 uColor;
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uniform float uScale;
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// uniform float uWidth;
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uniform float uTurbulence;
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const float BURN_TIME = 0.5;
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const float FIRE_WIDTH = 0.03;
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const float ASH_WIDTH = 0.5;
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const float ASH_LAYERS = 4;
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vec4 getFireColor(float v) {
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const float steps[4] = float[](0.0, 0.33, 0.66, 1.0);
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vec4 colors[4] =
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vec4[](vec4(1, 0, 0, 0), vec4(1, 0, 0, 0.5), vec4(1, 1, 0, 1), vec4(1, 0, 0, 0));
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if (v < steps[0]) {
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return colors[0];
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}
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for (int i = 0; i < 3; ++i) {
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if (v <= steps[i + 1]) {
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float blend = smoothstep(0, 1, (v - steps[i]) / (steps[i + 1] - steps[i]));
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return mix(colors[i], colors[i + 1], vec4(blend));
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}
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}
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return colors[3];
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}
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void main() {
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// Shell.GLSLEffect uses straight alpha. So we have to convert from premultiplied.
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vec4 windowColor = texture2D(uTexture, cogl_tex_coord_in[0].st);
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if (windowColor.a > 0) {
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windowColor.rgb /= windowColor.a;
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}
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cogl_color_out = windowColor;
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vec2 uv = cogl_tex_coord_in[0].st * uSize / uScale;
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float lfNoise = simplex2D(uv / max(uSize.x, uSize.y) + uSeed);
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float hfNoise = simplex2DFractal(uv * 0.01 + uSeed);
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float noise = (lfNoise + hfNoise * uTurbulence * 0.5) / (1.0 + uTurbulence * 0.5);
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float burnProgress =
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(uForOpening ? 1.0 - uProgress / BURN_TIME : uProgress / BURN_TIME);
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vec2 fireRange = vec2(burnProgress - FIRE_WIDTH, burnProgress + FIRE_WIDTH);
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if (uForOpening) {
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// Hide window.
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if (noise < fireRange.x) {
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cogl_color_out.a = 0.0;
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}
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} else {
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// Draw ash particles if the window is closed.
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vec2 ashRange = vec2(burnProgress - ASH_WIDTH, burnProgress);
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float ash = clamp(1.0 - (noise - ashRange.x) / (ashRange.y - ashRange.x), 0, 1);
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// vec4 ashColor = vec4(0, 0, 0, 0);
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// cogl_color_out = mix(cogl_color_out, ashColor, ash);
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// for (float i = 0; i < ASH_LAYERS; ++i) {
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// float factor = ASH_LAYERS == 1 ? 0 : i / (ASH_LAYERS - 1);
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// Now check wether there is actually something in the current ash layer at
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// the coords position.
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vec2 ashMap = texture2D(uAshTexture, uv * 0.005).rg;
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// float ashGroup = floor(ashMap.g * ASH_LAYERS * 0.999);
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// if (ashGroup == i) {
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// Get the window color.
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// vec4 windowColor = texture2D(uTexture, coords + 0.5);
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// // Shell.GLSLEffect uses straight alpha. So we have to convert from
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// premultiplied. if (windowColor.a > 0) {
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// windowColor.rgb /= windowColor.a;
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// }
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// Dissolve and blend the layers.
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if (ashMap.x - ash < 0) {
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cogl_color_out.a = 0;
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}
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// }
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// }
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}
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// Add fire.
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if (fireRange.x < noise && noise < fireRange.y) {
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float fire = 1.0 - (noise - fireRange.x) / (fireRange.y - fireRange.x);
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fire *= cogl_color_out.a;
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cogl_color_out = alphaOver(cogl_color_out, getFireColor(fire));
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}
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// Add smoke.
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vec2 smokeRange = uForOpening ? vec2(fireRange.y, 1.0) : vec2(0.0, fireRange.x);
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if (smokeRange.x < noise && noise < smokeRange.y) {
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float smoke = (noise - smokeRange.x) / (smokeRange.y - smokeRange.x);
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if (!uForOpening) {
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smoke = 1 - smoke;
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}
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vec2 smokeShift = vec2(0, smoke * noise * uTime);
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smoke *= simplex2DFractal(uv * 0.01 + uSeed + smokeShift);
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smoke *= getRelativeEdgeMask(0.3);
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float fadeOutProgress = clamp((uProgress - BURN_TIME) / (1.0 - BURN_TIME), 0, 1);
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smoke *= 1 - fadeOutProgress;
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cogl_color_out = alphaOver(cogl_color_out, vec4(vec3(0.2), smoke));
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}
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} |