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 vec4 pass_Position; |
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10 | varying vec3 water[4]; |
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11 | varying vec3 fire[4]; |
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12 | |
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13 | float mod289(float x) |
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14 | { |
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15 | return x - floor(x * (1.0 / 289.0)) * 289.0; |
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16 | } |
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17 | |
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18 | void main(void) |
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19 | { |
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20 | 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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21 | vec3 p_pos = r * vec3(in_Position * vec2(16.0, 9.0), 0.0); |
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22 | vec3 p_time = r * vec3(0.0, 0.0, u_Time * 2.0); |
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23 | |
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24 | /* Noise sampling points for water */ |
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25 | water[0] = p_pos / 2.0 + p_time; |
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26 | water[1] = p_pos / 4.0 + p_time; |
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27 | water[2] = p_pos / 8.0 + p_time; |
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28 | water[3] = p_pos / 16.0 + p_time; |
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29 | |
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30 | /* Noise sampling points for fire */ |
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31 | p_pos = 16.0 * p_pos - r * vec3(0.0, mod289(u_Time) * 128.0, 0.0); |
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32 | fire[0] = p_pos / 2.0 + p_time * 2.0; |
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33 | fire[1] = p_pos / 4.0 + p_time * 1.5; |
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34 | fire[2] = p_pos / 8.0 + p_time; |
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35 | fire[3] = p_pos / 16.0 + p_time; |
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36 | |
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37 | /* Pass rotated screen coordinates */ |
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38 | pass_Position.xy = in_Position; |
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39 | mat2 rot = mat2(cos(u_Time), sin(u_Time), -sin(u_Time), cos(u_Time)); |
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40 | pass_Position.zw = rot * in_Position; |
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41 | |
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42 | gl_Position = vec4(in_Position, 0.0, 1.0); |
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43 | } |
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44 | |
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45 | -- GLSL.Frag -- |
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46 | |
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47 | #version 120 |
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48 | |
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49 | uniform float u_Time; |
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50 | |
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51 | varying vec4 pass_Position; |
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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 | /* Dither the transition between water and fire */ |
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91 | float test = pass_Position.z * pass_Position.w + 1.5 * sin(u_Time); |
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92 | vec2 d = vec2(16.0, 9.0) * pass_Position.xy; |
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93 | test += 0.5 * (length(fract(d) - 0.5) - length(fract(d + 0.5) - 0.5)); |
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94 | |
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95 | /* Compute 4 octaves of noise */ |
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96 | vec3 points[4] = (test > 0.0) ? fire : water; |
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97 | vec4 n = vec4(noise3d(points[0]), |
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98 | noise3d(points[1]), |
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99 | noise3d(points[2]), |
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100 | noise3d(points[3])); |
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101 | |
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102 | vec4 color; |
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103 | |
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104 | if (test > 0.0) |
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105 | { |
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106 | /* Use noise results for fire */ |
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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 to black on top of screen */ |
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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 | /* Use noise results for water */ |
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124 | float p = dot(abs(2.0 * n - 1.0), |
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125 | vec4(0.5, 0.25, 0.125, 0.125)); |
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126 | float q = sqrt(p); |
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127 | |
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128 | color = vec4(1.0 - q, |
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129 | 1.0 - 0.5 * q, |
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130 | 1.0, |
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131 | 1.0); |
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132 | } |
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133 | |
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134 | gl_FragColor = color; |
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135 | } |
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136 | |
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137 | -- HLSL.Vert -- |
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138 | |
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139 | float mod289(float x) |
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140 | { |
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141 | return x - floor(x * (1.0 / 289.0)) * 289.0; |
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142 | } |
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143 | |
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144 | void main(float2 in_Position : POSITION, |
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145 | uniform float u_Time, |
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146 | out float4 out_Position : POSITION, |
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147 | out float4 pass_Position : TEXCOORD0, |
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148 | out float3 water[4] : TEXCOORD1, |
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149 | out float3 fire[4] : TEXCOORD5) |
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150 | { |
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151 | 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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152 | float3 p_pos = mul(r, float3(in_Position * float2(16.0, 9.0), 0.0)); |
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153 | float3 p_time = mul(r, float3(0.0, 0.0, u_Time * 2.0)); |
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154 | |
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155 | /* Noise sampling points for water */ |
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156 | water[0] = p_pos / 2.0 + p_time; |
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157 | water[1] = p_pos / 4.0 + p_time; |
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158 | water[2] = p_pos / 8.0 + p_time; |
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159 | water[3] = p_pos / 16.0 + p_time; |
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160 | |
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161 | /* Noise sampling points for fire */ |
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162 | p_pos = 16.0 * p_pos - mul(r, float3(0.0, mod289(u_Time) * 128.0, 0.0)); |
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163 | fire[0] = p_pos / 2.0 + p_time * 2.0; |
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164 | fire[1] = p_pos / 4.0 + p_time * 1.5; |
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165 | fire[2] = p_pos / 8.0 + p_time; |
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166 | fire[3] = p_pos / 16.0 + p_time; |
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167 | |
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168 | /* Pass rotated screen coordinates */ |
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169 | pass_Position.xy = in_Position; |
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170 | float2x2 rot = float2x2(cos(u_Time), sin(u_Time), -sin(u_Time), cos(u_Time)); |
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171 | pass_Position.zw = mul(rot, in_Position); |
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172 | |
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173 | out_Position = float4(in_Position, 0.0, 1.0); |
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174 | } |
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175 | |
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176 | -- HLSL.Frag -- |
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177 | |
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178 | float4 mod289(float4 x) |
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179 | { |
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180 | return x - floor(x * (1.0 / 289.0)) * 289.0; |
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181 | } |
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182 | |
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183 | float4 perm(float4 x) |
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184 | { |
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185 | return mod289(((x * 34.0) + 1.0) * x); |
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186 | } |
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187 | |
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188 | float noise3d(float3 p) |
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189 | { |
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190 | float3 a = floor(p); |
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191 | float3 d = p - a; |
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192 | d = d * d * (3.0 - 2.0 * d); |
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193 | |
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194 | float4 b = a.xxyy + float4(0.0, 1.0, 0.0, 1.0); |
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195 | float4 k1 = perm(b.xyxy); |
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196 | float4 k2 = perm(k1.xyxy + b.zzww); |
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197 | |
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198 | float4 c = k2 + a.zzzz; |
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199 | float4 k3 = perm(c); |
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200 | float4 k4 = perm(c + 1.0); |
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201 | |
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202 | float4 o1 = frac(k3 * (1.0 / 41.0)); |
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203 | float4 o2 = frac(k4 * (1.0 / 41.0)); |
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204 | |
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205 | float4 o3 = o2 * d.z + o1 * (1.0 - d.z); |
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206 | float2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x); |
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207 | |
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208 | return o4.y * d.y + o4.x * (1.0 - d.y); |
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209 | } |
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210 | |
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211 | void main(in float4 pass_Position : TEXCOORD0, |
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212 | in float3 water[4] : TEXCOORD1, |
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213 | in float3 fire[4] : TEXCOORD5, |
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214 | uniform float u_Time, |
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215 | out float4 out_FragColor : COLOR) |
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216 | { |
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217 | /* Dither the transition between water and fire */ |
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218 | float test = pass_Position.z * pass_Position.w + 1.5 * sin(u_Time); |
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219 | float2 d = float2(16.0, 9.0) * pass_Position.xy; |
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220 | test += 0.5 * (length(frac(d) - 0.5) - length(frac(d + 0.5) - 0.5)); |
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221 | |
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222 | float3 points[4]; |
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223 | points[0] = (test > 0.0) ? fire[0] : water[0]; |
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224 | points[1] = (test > 0.0) ? fire[1] : water[1]; |
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225 | points[2] = (test > 0.0) ? fire[2] : water[2]; |
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226 | points[3] = (test > 0.0) ? fire[3] : water[3]; |
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227 | |
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228 | /* Compute 4 octaves of noise */ |
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229 | float4 n = float4(noise3d(points[0]), |
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230 | noise3d(points[1]), |
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231 | noise3d(points[2]), |
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232 | noise3d(points[3])); |
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233 | |
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234 | float4 color; |
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235 | |
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236 | if (test > 0.0) |
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237 | { |
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238 | /* Use noise results for fire */ |
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239 | float p = dot(n, float4(0.125, 0.125, 0.25, 0.5)); |
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240 | |
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241 | /* Fade to black on top of screen */ |
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242 | p -= pass_Position.y * 0.8 + 0.25; |
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243 | p = max(p, 0.0); |
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244 | p = min(p, 1.0); |
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245 | |
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246 | float q = p * p * (3.0 - 2.0 * p); |
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247 | float r = q * q * (3.0 - 2.0 * q); |
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248 | color = float4(min(q * 2.0, 1.0), |
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249 | max(r * 1.5 - 0.5, 0.0), |
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250 | max(q * 8.0 - 7.3, 0.0), |
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251 | 1.0); |
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252 | } |
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253 | else |
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254 | { |
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255 | /* Use noise results for water */ |
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256 | float p = dot(abs(2.0 * n - 1.0), |
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257 | float4(0.5, 0.25, 0.125, 0.125)); |
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258 | float q = sqrt(p); |
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259 | |
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260 | color = float4(1.0 - q, |
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261 | 1.0 - 0.5 * q, |
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262 | 1.0, |
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263 | 1.0); |
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264 | } |
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265 | |
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266 | out_FragColor = color; |
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267 | } |
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