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Frag Flare
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() {
// Set the star radius
float star_radius = 90.0;
// Get the pixel position relative to the screen center
vec2 position = gl_FragCoord.xy - 0.5 * u_resolution;
// Calculate the pixel distance from the center
float radial_distance = length(position);
// Calculate the star color
vec3 star_color = vec3(0.0);
if (radial_distance < star_radius) {
// Calculate the pixel polar angle
float angle = atan(position.y, position.x) + radians(180.0);
// Calculate the radial noise position
float r = 0.05 * (radial_distance - u_frame);
// Calculate the noise value
float noise_value = cnoise(vec2(r, 1.5 * angle));
// Smooth the noise discontinuity between 0 and 360 degrees
float smooth_step = radians(20.0);
float limit_angle = radians(360.0) - smooth_step;
if (angle > limit_angle) {
noise_value = mix(noise_value, cnoise(vec2(r, 0.0)), (angle - limit_angle) / smooth_step);
}
// The final star color is the combination of a radially constant
// declining intensity plus the noise
float f = pow(radial_distance / star_radius, 2.0);
star_color = vec3((1.0 - f) + f * (0.1 + 0.4 * u_mouse.x / u_resolution.x) * (0.5 + 0.5 * noise_value));
}
// Calculate the average color of the pixels that are radially bellow the
// current pixel
vec3 average_color = vec3(0.0);
float counter = 0.0;
for (float i = -2.0; i <= 2.0; i++) {
for (float j = -2.0; j <= 2.0; j++) {
// Get the pixel color at the offset position
vec2 offset = vec2(i, j);
vec3 color = texture2D(u_texture, v_uv + offset / u_resolution).rgb;
// Add the color to the average if the pixel is above the offset
// position and is not a pixel inside the star
if (radial_distance > length(position + offset) && radial_distance >= star_radius) {
average_color += color;
counter++;
}
}
}
if (counter > 0.0) {
average_color /= counter;
}
// Set the distance decrement factor for the average color
float decrement_factor = 0.1 * (u_resolution.y - u_mouse.y) / u_resolution.y;
// Fragment shader output
gl_FragColor = vec4(star_color + (1.0 - decrement_factor) * average_color, 1.0);
}