stinger_m/shaders/glsl/FlareFX.fp

53 lines
No EOL
1.5 KiB
GLSL

/* https://www.shadertoy.com/view/XsXSWS */
vec2 hash( vec2 p )
{
p = vec2( dot(p,vec2(127.1,311.7)),
dot(p,vec2(269.5,183.3)) );
return -1.0 + 2.0*fract(sin(p)*43758.5453123);
}
float noise( in vec2 p )
{
const float K1 = 0.366025404; // (sqrt(3)-1)/2;
const float K2 = 0.211324865; // (3-sqrt(3))/6;
vec2 i = floor( p + (p.x+p.y)*K1 );
vec2 a = p - i + (i.x+i.y)*K2;
vec2 o = (a.x>a.y) ? vec2(1.0,0.0) : vec2(0.0,1.0);
vec2 b = a - o + K2;
vec2 c = a - 1.0 + 2.0*K2;
vec3 h = max( 0.5-vec3(dot(a,a), dot(b,b), dot(c,c) ), 0.0 );
vec3 n = h*h*h*h*vec3( dot(a,hash(i+0.0)), dot(b,hash(i+o)), dot(c,hash(i+1.0)));
return dot( n, vec3(70.0) );
}
float fbm(vec2 uv)
{
float f;
mat2 m = mat2( 1.6, 1.2, -1.2, 1.6 );
f = 0.5000*noise( uv ); uv = m*uv;
f += 0.2500*noise( uv ); uv = m*uv;
f += 0.1250*noise( uv ); uv = m*uv;
f += 0.0625*noise( uv ); uv = m*uv;
f = 0.5 + 0.5*f;
return f;
}
void SetupMaterial( inout Material mat )
{
vec2 uv = vTexCoord.st;
uv.y = 1.0-uv.y;
vec2 q = uv;
float strength = 3.;
float T3 = max(1.5,0.75*strength)*timer;
q.x = mod(q.x,1.)-0.5;
q.y -= 0.5;
float n = fbm(strength*q - vec2(0,T3));
float c = 1. - 12. * pow( max( 0., length(q*vec2(1.+q.y*1.25,.85) ) - n * max( 0., q.y+.15 ) ),1.5 );
float c1 = n * c * (1.5-pow(1.25*uv.y,4.));
c1=clamp(c1,0.,1.);
vec3 col = vec3(1.5*c1, c1*c1*c1, c1*c1*c1*c1*c1*c1);
float a = clamp(c * (1.-pow(uv.y,3.)),0.,1.);
mat.Base = vec4( mix(vec3(0.),col,a), 1.0);
mat.Normal = ApplyNormalMap(vTexCoord.st);
}