1 | -- GLSL.Vert -- |
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2 | |
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3 | #version 120 |
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4 | |
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5 | uniform float u_Time; |
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6 | |
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7 | attribute vec2 in_Position; |
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8 | |
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9 | varying vec2 pass_Position; |
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10 | varying mat2 pass_Rotation; |
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11 | varying vec3 water[4]; |
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12 | varying vec3 fire[4]; |
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13 | |
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14 | float mod289(float x) |
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15 | { |
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16 | return x - floor(x * (1.0 / 289.0)) * 289.0; |
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17 | } |
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18 | |
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19 | void main(void) |
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20 | { |
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21 | mat3 r = mat3(0.36, 0.48, -0.8, -0.8, 0.60, 0.0, 0.48, 0.64, 0.60); |
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22 | vec3 p_pos = r * vec3(in_Position * vec2(16.0, 9.0), 0.0); |
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23 | vec3 p_time = r * vec3(0.0, 0.0, u_Time * 2.0); |
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24 | |
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25 | /* Noise sampling points for water */ |
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26 | water[0] = p_pos / 2.0 + p_time; |
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27 | water[1] = p_pos / 4.0 + p_time; |
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28 | water[2] = p_pos / 8.0 + p_time; |
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29 | water[3] = p_pos / 16.0 + p_time; |
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30 | |
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31 | /* Noise sampling points for fire */ |
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32 | p_pos = 16.0 * p_pos - r * vec3(0.0, mod289(u_Time) * 128.0, 0.0); |
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33 | fire[0] = p_pos / 2.0 + p_time; |
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34 | fire[1] = p_pos / 4.0 + p_time; |
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35 | fire[2] = p_pos / 8.0 + p_time; |
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36 | fire[3] = p_pos / 16.0 + p_time; |
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37 | |
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38 | pass_Position = in_Position; |
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39 | pass_Rotation = mat2(cos(u_Time), sin(u_Time), -sin(u_Time), cos(u_Time)); |
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40 | |
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41 | gl_Position = vec4(in_Position, 0.0, 1.0); |
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42 | } |
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43 | |
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44 | -- GLSL.Frag -- |
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45 | |
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46 | #version 120 |
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47 | |
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48 | uniform float u_Time; |
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49 | |
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50 | varying vec2 pass_Position; |
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51 | varying mat2 pass_Rotation; |
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52 | varying vec3 water[4]; |
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53 | varying vec3 fire[4]; |
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54 | |
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55 | vec4 mod289(vec4 x) |
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56 | { |
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57 | return x - floor(x * (1.0 / 289.0)) * 289.0; |
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58 | } |
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59 | |
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60 | vec4 perm(vec4 x) |
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61 | { |
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62 | return mod289(((x * 34.0) + 1.0) * x); |
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63 | } |
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64 | |
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65 | float noise3d(vec3 p) |
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66 | { |
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67 | vec3 a = floor(p); |
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68 | vec3 d = p - a; |
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69 | d = d * d * (3.0 - 2.0 * d); |
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70 | |
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71 | vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0); |
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72 | vec4 k1 = perm(b.xyxy); |
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73 | vec4 k2 = perm(k1.xyxy + b.zzww); |
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74 | |
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75 | vec4 c = k2 + a.zzzz; |
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76 | vec4 k3 = perm(c); |
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77 | vec4 k4 = perm(c + 1.0); |
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78 | |
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79 | vec4 o1 = fract(k3 * (1.0 / 41.0)); |
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80 | vec4 o2 = fract(k4 * (1.0 / 41.0)); |
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81 | |
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82 | vec4 o3 = o2 * d.z + o1 * (1.0 - d.z); |
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83 | vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x); |
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84 | |
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85 | return o4.y * d.y + o4.x * (1.0 - d.y); |
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86 | } |
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87 | |
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88 | void main(void) |
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89 | { |
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90 | vec2 tmp = pass_Rotation * pass_Position; |
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91 | float test = tmp.x * tmp.y + sin(3.0 * u_Time); |
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92 | |
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93 | /* Add some garbage noise */ |
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94 | test += fract(sin(test * 938.437) * 137.0) / 2.0; |
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95 | |
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96 | vec3 points[4] = (test > 0.0) ? fire : water; |
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97 | |
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98 | vec4 n = vec4(noise3d(points[0]), |
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99 | noise3d(points[1]), |
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100 | noise3d(points[2]), |
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101 | noise3d(points[3])); |
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102 | |
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103 | vec4 color; |
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104 | |
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105 | if (test > 0.0) |
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106 | { |
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107 | float p = dot(n, vec4(0.125, 0.125, 0.25, 0.5)); |
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108 | |
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109 | /* Fade out by adding [-.5,.5] */ |
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110 | p -= pass_Position.y * 0.8 + 0.25; |
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111 | p = max(p, 0.0); |
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112 | p = min(p, 1.0); |
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113 | |
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114 | float q = p * p * (3.0 - 2.0 * p); |
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115 | float r = q * q * (3.0 - 2.0 * q); |
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116 | color = vec4(min(q * 2.0, 1.0), |
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117 | max(r * 1.5 - 0.5, 0.0), |
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118 | max(q * 8.0 - 7.3, 0.0), |
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119 | 1.0); |
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120 | } |
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121 | else |
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122 | { |
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123 | float p = dot(abs(2.0 * n - 1.0), |
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124 | vec4(0.5, 0.25, 0.125, 0.125)); |
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125 | float q = sqrt(p); |
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126 | |
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127 | color = vec4(1.0 - q, |
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128 | 1.0 - 0.5 * q, |
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129 | 1.0, |
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130 | 1.0); |
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131 | } |
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132 | |
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133 | gl_FragColor = color; |
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134 | } |
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135 | |
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136 | -- HLSL.Vert -- |
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137 | |
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138 | void main(float2 in_Position : POSITION, |
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139 | uniform float2 u_WinSize, |
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140 | out float4 out_Position : POSITION, |
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141 | out float2 pass_Position : TEXCOORD0) |
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142 | { |
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143 | //pass_Position = in_Position * u_WinSize; |
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144 | pass_Position = in_Position * float2(1280.0, 720.0); |
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145 | out_Position = float4(in_Position, 0.0, 1.0); |
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146 | } |
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147 | |
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148 | -- HLSL.Frag -- |
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149 | |
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150 | float4 mod289(float4 x) |
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151 | { |
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152 | return x - floor(x * (1.0 / 289.0)) * 289.0; |
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153 | } |
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154 | |
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155 | float4 perm(float4 x) |
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156 | { |
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157 | return mod289(((x * 34.0) + 1.0) * x); |
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158 | } |
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159 | |
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160 | float noise3d(float3 p) |
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161 | { |
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162 | float3x3 r = float3x3(0.36, 0.48, -0.8, -0.8, 0.60, 0.0, 0.48, 0.64, 0.60); |
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163 | p = mul(r, p); |
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164 | |
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165 | float3 a = floor(p); |
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166 | float3 d = p - a; |
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167 | d = d * d * (3.0 - 2.0 * d); |
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168 | |
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169 | float4 b = a.xxyy + float4(0.0, 1.0, 0.0, 1.0); |
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170 | float4 k1 = perm(b.xyxy); |
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171 | float4 k2 = perm(k1.xyxy + b.zzww); |
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172 | |
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173 | float4 c = k2 + a.zzzz; |
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174 | float4 k3 = perm(c); |
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175 | float4 k4 = perm(c + 1.0); |
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176 | |
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177 | float4 o1 = frac(k3 * (1.0 / 41.0)); |
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178 | float4 o2 = frac(k4 * (1.0 / 41.0)); |
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179 | |
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180 | float4 o3 = o2 * d.z + o1 * (1.0 - d.z); |
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181 | float2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x); |
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182 | |
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183 | return o4.y * d.y + o4.x * (1.0 - d.y); |
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184 | } |
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185 | |
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186 | void main(in float2 pass_Position : TEXCOORD0, |
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187 | uniform float u_Time, |
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188 | out float4 out_FragColor : COLOR) |
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189 | { |
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190 | float2 xy = pass_Position; |
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191 | float z = u_Time * 2.0; |
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192 | |
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193 | float tx = pass_Position.x * cos(u_Time) - pass_Position.y * sin(u_Time); |
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194 | float ty = pass_Position.x * sin(u_Time) + pass_Position.y * cos(u_Time); |
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195 | |
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196 | if (tx * ty > 0.0) |
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197 | xy.y -= z * 200.0; |
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198 | |
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199 | float p1 = noise3d(float3(xy / 80.0, z)); |
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200 | float p2 = noise3d(float3(xy / 40.0, z)); |
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201 | float p3 = noise3d(float3(xy / 20.0, z)); |
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202 | float p4 = noise3d(float3(xy / 10.0, z)); |
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203 | |
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204 | float4 color; |
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205 | |
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206 | if (tx * ty > 0.0) |
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207 | { |
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208 | float p = 0.5 * p1 + 0.25 * p2 + 0.125 * (p3 + p4); |
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209 | |
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210 | /* Scroll by adding [-.5,.5] */ |
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211 | p -= pass_Position.y / 1440.0; |
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212 | p = max(p, 0.0); |
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213 | p = min(p, 1.0); |
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214 | |
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215 | float q = p * p * (3.0 - 2.0 * p); |
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216 | float r = q * q * (3.0 - 2.0 * q); |
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217 | color = float4(min(q * 2.0, 1.0), |
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218 | max(r * 1.5 - 0.5, 0.0), |
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219 | max(q * 8.0 - 7.3, 0.0), |
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220 | 1.0); |
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221 | } |
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222 | else |
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223 | { |
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224 | float p = 0.5 * p1 + 0.25 * p2 + 0.125 * (p3 + p4); |
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225 | |
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226 | float q = p * p * (3.0 - 2.0 * p); |
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227 | float r = q * q * (3.0 - 2.0 * q); |
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228 | color = float4(1.0 - q, |
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229 | 1.0 - 0.5 * r, |
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230 | 1.0, |
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231 | 1.0); |
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232 | } |
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233 | |
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234 | out_FragColor = color; |
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235 | } |
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