stinger_m/shaders/glsl/FlareFX.fp
Marisa Kirisame 01249eb43f Oh boy, here comes another big one.
Notable changes since last commit are the full implementation of the automag and asmd.
Also the Translator is now fully functional.
Fonts have been restructured to a neater format.
There have also been other random changes I don't have the time to document in detail.
2019-08-31 03:14:20 +02:00

52 lines
No EOL
1.4 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;
}
vec4 ProcessTexel()
{
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.);
return vec4( mix(vec3(0.),col,a), 1.0);
}