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Frag Fire
runnable fragment
Complete GLSL fragment shader. Stronghold runs it directly when the browser can compile it.
Code
precision mediump float;
#define GLSLIFY 1
// Common uniforms
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
uniform float u_frame;
// Texture uniforms
uniform sampler2D u_texture;
// Texture varyings
varying vec2 v_uv;
/*
* GLSL textureless classic 2D noise "cnoise",
* with an RSL-style periodic variant "pnoise".
* Author: Stefan Gustavson (stefan.gustavson@liu.se)
* Version: 2011-08-22
*
* Many thanks to Ian McEwan of Ashima Arts for the
* ideas for permutation and gradient selection.
*
* Copyright (c) 2011 Stefan Gustavson. All rights reserved.
* Distributed under the MIT license. See LICENSE file.
* https://github.com/stegu/webgl-noise
*/
vec4 mod289(vec4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 permute(vec4 x) {
return mod289(((x * 34.0) + 1.0) * x);
}
vec4 taylorInvSqrt(vec4 r) {
return 1.79284291400159 - 0.85373472095314 * r;
}
vec2 fade(vec2 t) {
return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
}
float cnoise(vec2 P) {
vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0);
vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0);
Pi = mod289(Pi);
vec4 ix = Pi.xzxz;
vec4 iy = Pi.yyww;
vec4 fx = Pf.xzxz;
vec4 fy = Pf.yyww;
vec4 i = permute(permute(ix) + iy);
vec4 gx = fract(i * (1.0 / 41.0)) * 2.0 - 1.0;
vec4 gy = abs(gx) - 0.5;
vec4 tx = floor(gx + 0.5);
gx = gx - tx;
vec2 g00 = vec2(gx.x, gy.x);
vec2 g10 = vec2(gx.y, gy.y);
vec2 g01 = vec2(gx.z, gy.z);
vec2 g11 = vec2(gx.w, gy.w);
vec4 norm = taylorInvSqrt(vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)));
g00 *= norm.x;
g01 *= norm.y;
g10 *= norm.z;
g11 *= norm.w;
float n00 = dot(g00, vec2(fx.x, fy.x));
float n10 = dot(g10, vec2(fx.y, fy.y));
float n01 = dot(g01, vec2(fx.z, fy.z));
float n11 = dot(g11, vec2(fx.w, fy.w));
vec2 fade_xy = fade(Pf.xy);
vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x);
float n_xy = mix(n_x.x, n_x.y, fade_xy.y);
return 2.3 * n_xy;
}
/*
* The main program
*/
void main() {
// Calculate the pixel color depending of the distance from the floor
vec3 pixel_color = vec3(0.0);
float floor = 2.0;
if (gl_FragCoord.y <= floor) {
// Use some 2D noise to simulate the fire change in position and time
pixel_color.rg = vec2(cnoise(vec2(0.01 * gl_FragCoord.x, -0.2 * u_time)));
} else {
// Get a smoothed value of the pixels bellow
vec2 delta = 1.0 / u_resolution;
pixel_color += 0.1 * texture2D(u_texture, v_uv + vec2(2.0 * delta.x, -delta.y)).rgb;
pixel_color += 0.1 * texture2D(u_texture, v_uv + vec2(1.0 * delta.x, -delta.y)).rgb;
pixel_color += 0.1 * texture2D(u_texture, v_uv + vec2(0.0 * delta.x, -delta.y)).rgb;
pixel_color += 0.1 * texture2D(u_texture, v_uv + vec2(-1.0 * delta.x, -delta.y)).rgb;
pixel_color += 0.1 * texture2D(u_texture, v_uv + vec2(-2.0 * delta.x, -delta.y)).rgb;
pixel_color += 0.1 * texture2D(u_texture, v_uv + vec2(2.0 * delta.x, -2.0 * delta.y)).rgb;
pixel_color += 0.1 * texture2D(u_texture, v_uv + vec2(1.0 * delta.x, -2.0 * delta.y)).rgb;
pixel_color += 0.1 * texture2D(u_texture, v_uv + vec2(0.0 * delta.x, -2.0 * delta.y)).rgb;
pixel_color += 0.1 * texture2D(u_texture, v_uv + vec2(-1.0 * delta.x, -2.0 * delta.y)).rgb;
pixel_color += 0.1 * texture2D(u_texture, v_uv + vec2(-2.0 * delta.x, -2.0 * delta.y)).rgb;
// Decrease the intensity with the distance to the floor
float fade_factor = 1.0 - smoothstep(0.0, u_resolution.x, (gl_FragCoord.y - floor) / 3.0);
pixel_color.r *= fade_factor;
pixel_color.g *= 0.99 * fade_factor;
pixel_color.b = 0.0;
}
// Fragment shader output
gl_FragColor = vec4(pixel_color, 1.0);
}