Forked from
tome / Tales of MajEyal
8068 commits behind the upstream repository.
shockwave.frag 5.19 KiB
uniform sampler2D tex;
uniform float tick;
uniform float tick_start;
uniform float time_factor;
uniform float shockwaveSpeed;
uniform float shockwaveWidth;
uniform float flameIntensity;
uniform vec2 ellipsoidalFactor = vec2(1.0, 1.0); //(1.0, 1.0) is perfect circle, (2.0, 1.0) is vertical ellipse, (1.0, 2.0) is horizontal ellipse
vec4 permute( vec4 x ) {
return mod( ( ( x * 34.0 ) + 1.0 ) * x, 289.0 );
}
vec4 taylorInvSqrt( vec4 r ) {
return 1.79284291400159 - 0.85373472095314 * r;
}
float snoise( vec3 v ) {
const vec2 C = vec2( 1.0 / 6.0, 1.0 / 3.0 );
const vec4 D = vec4( 0.0, 0.5, 1.0, 2.0 );
// First corner
vec3 i = floor( v + dot( v, C.yyy ) );
vec3 x0 = v - i + dot( i, C.xxx );
// Other corners
vec3 g = step( x0.yzx, x0.xyz );
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
vec3 x1 = x0 - i1 + 1.0 * C.xxx;
vec3 x2 = x0 - i2 + 2.0 * C.xxx;
vec3 x3 = x0 - 1. + 3.0 * C.xxx;
// Permutations
i = mod( i, 289.0 );
vec4 p = permute( permute( permute(
i.z + vec4( 0.0, i1.z, i2.z, 1.0 ) )
+ i.y + vec4( 0.0, i1.y, i2.y, 1.0 ) )
+ i.x + vec4( 0.0, i1.x, i2.x, 1.0 ) );
// Gradients
// ( N*N points uniformly over a square, mapped onto an octahedron.)
float n_ = 1.0 / 7.0; // N=7
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor( p * ns.z *ns.z ); // mod(p,N*N)
vec4 x_ = floor( j * ns.z );
vec4 y_ = floor( j - 7.0 * x_ ); // mod(j,N)
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs( x ) - abs( y );
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
vec4 s0 = floor( b0 ) * 2.0 + 1.0;
vec4 s1 = floor( b1 ) * 2.0 + 1.0;
vec4 sh = -step( h, vec4( 0.0 ) );
vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
vec3 p0 = vec3( a0.xy, h.x );
vec3 p1 = vec3( a0.zw, h.y );
vec3 p2 = vec3( a1.xy, h.z );
vec3 p3 = vec3( a1.zw, h.w );
// Normalise gradients
vec4 norm = taylorInvSqrt( vec4( dot( p0, p0 ), dot( p1, p1 ), dot( p2, p2 ), dot( p3, p3 ) ) );
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max( 0.6 - vec4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 );
m = m * m;
return 42.0 * dot( m*m, vec4( dot( p0, x0 ), dot( p1, x1 ),
dot( p2, x2 ), dot( p3, x3 ) ) );
}
vec2 snoise2(vec3 pos)
{
return vec2(snoise(pos), snoise(pos + vec3(0.0, 0.0, 1.0)));
}
float GetFireDelta(float currTime, vec2 pos, float freqMult, float stretchMult, float scrollSpeed, float evolutionSpeed)
{
//firewall
float delta = 0;
// pos.y += (1.0 - pos.y) * 0.5;
//pos.y += 0.5;
pos.y /= stretchMult;
pos *= freqMult;
pos.y += currTime * scrollSpeed;
// pos.y -= currTime * 3.0;
delta += snoise(vec3(pos * 1.0, currTime * 1.0 * evolutionSpeed)) * 1.5;
delta += snoise(vec3(pos * 2.0, currTime * 2.0 * evolutionSpeed)) * 1.5;
delta += snoise(vec3(pos * 4.0, currTime * 4.0 * evolutionSpeed)) * 1.5;
delta += snoise(vec3(pos * 8.0, currTime * 8.0 * evolutionSpeed)) * 1.5;
delta += snoise(vec3(pos * 16.0, currTime * 16.0 * evolutionSpeed)) * 0.5;
return delta;
}
vec4 GetFireColor(float currTime, vec2 pos, float freqMult, float stretchMult, float ampMult)
{
float delta = GetFireDelta(currTime, pos, freqMult, stretchMult, 3.0, 0.1);
delta *= min(1.0, max(0.0, 1.0 * (1.0 - pos.y)));
delta *= min(1.0, max(0.0, 1.0 * (0.0 + pos.y)));
vec2 displacedPoint = pos + vec2(0, delta * ampMult);
displacedPoint.y = min(0.99, displacedPoint.y);
displacedPoint.y = max(0.01, displacedPoint.y);
return texture2D(tex, displacedPoint);
}
vec4 GetFireRingColor(float currTime, vec2 pos, float freqMult, float stretchMult, float ampMult, float power, float radius1, float radius2, float scrollSpeed, float paletteCoord)
{
float pi = 3.141592;
float ang = atan(pos.y, pos.x) + pi;
vec2 planarPos = vec2(ang / (2.0 * pi), 1.0 - (length(pos) - radius1) / (radius2 - radius1));
planarPos.y = pow(abs(planarPos.y), power);
float delta =
GetFireDelta(currTime, planarPos + vec2(currTime * scrollSpeed, 0.0), freqMult, stretchMult, 1.5, 0.5) * (1.0 - planarPos.x) +
GetFireDelta(currTime, vec2(planarPos.x + currTime * scrollSpeed - 1.0, planarPos.y), freqMult, stretchMult, 1.5, 0.5) * planarPos.x;
delta *= min(1.0, max(0.0, 1.0 * (1.0 - planarPos.y)));
delta *= min(1.0, max(0.0, 1.0 * (0.0 + planarPos.y)));
float verticalPos = planarPos.y + delta * ampMult;
verticalPos = min(0.99, verticalPos);
verticalPos = max(0.01, verticalPos);
return texture2D(tex, vec2(paletteCoord, verticalPos));
}
void main(void)
{
vec2 radius = gl_TexCoord[0].xy - vec2(0.5, 0.5);
radius *= ellipsoidalFactor;
float radiusLen = length(radius);
float ringRadius = 0.5 * max(0.0, min(1.0, ((tick - tick_start) / time_factor * shockwaveSpeed)));
float ringWidth = shockwaveWidth / 2.0;
vec2 dir = radius / radiusLen;
vec4 c;
if(radiusLen > ringRadius - ringWidth && radiusLen < ringRadius)
{
c = GetFireRingColor(tick / time_factor + 0.0 , radius, 6.0, 15.0, flameIntensity, 1.0, ringRadius, ringRadius - ringWidth, 0.0, 0.5);
}else
{
c = vec4(0.0, 0.0, 0.0, 0.0);
}
c.a *= min(1.0, max(0.0, 20.0 * (1.0 - (radiusLen - (ringRadius - ringWidth)) / ringWidth)));
c.a *= gl_Color.a;
gl_FragColor = c;
}