runnable fragment

301's Fire Shader Remix GPT Modified.fs

misc-isf-shaders material glsl runnable fragment MIT
code snippet
uniform float Speed;
uniform float Direction;
uniform int Negative;
precision mediump float;
/*{
    "CATEGORIES": [
        "Automatically Converted",
        "Shadertoy"
    ],
    "CREDIT": "",
    "DESCRIPTION": "Automatically converted from https://www.shadertoy.com/view/MtcGD7 by CaliCoastReplay.  A big thank you to \tFabriceNeyret2  who told me how to achieve this more vivid look!  Positively conflagarative!  Try it in fire rain config!\n\nRemix 1 here:  https://www.shadertoy.com/view/llc3DM\nOriginal here:  \nhttps://www.shadertoy.com/view/XsXXRN",
    "IMPORTED": {
    },
    "INPUTS": [
runnable fragment

Solar Flare Surface

stronghold-curated material glsl runnable fragment MIT
code snippet
precision mediump float;
uniform vec2 resolution;
uniform float time;
float hash(vec2 p){return fract(sin(dot(p,vec2(19.19,73.17)))*43758.5453);} 
float noise(vec2 p){vec2 i=floor(p),f=fract(p);f=f*f*(3.0-2.0*f);return mix(mix(hash(i),hash(i+vec2(1,0)),f.x),mix(hash(i+vec2(0,1)),hash(i+1.0),f.x),f.y);} 
float fbm(vec2 p){float v=0.0,a=0.5;for(int i=0;i<5;i++){v+=a*noise(p);p*=2.1;a*=0.5;}return v;}
void main(){
 vec2 uv=(gl_FragCoord.xy*2.0-resolution.xy)/min(resolution.x,resolution.y);
 float r=length(uv);
 float n=fbm(uv*4.0+time*0.22);
 float disk=smoothstep(0.72,0.66,r+n*0.05);
 float flare=pow(max(0.0,1.0-r),2.0)*0.7;
 vec3 col=mix(vec3(0.1,0.0,0.0), vec3(1.0,0.25,0.02), disk);
 col+=vec3(1.0,0.75,0.18)*(n*disk+flare);