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tome
Tales of MajEyal
Commits
6231d728
Commit
6231d728
authored
10 years ago
by
DarkGod
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new shader yayz!
parent
002dc9e0
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game/modules/tome/data/gfx/shaders/firesurge.frag
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game/modules/tome/data/gfx/shaders/firesurge.frag
game/modules/tome/data/gfx/shaders/firesurge.lua
+38
-0
38 additions, 0 deletions
game/modules/tome/data/gfx/shaders/firesurge.lua
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749 additions
and
0 deletions
game/modules/tome/data/gfx/shaders/firesurge.frag
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+
711
−
0
View file @
6231d728
uniform
sampler2D
tex
;
uniform
float
tick
;
uniform
float
tick_start
;
uniform
float
timeScale
;
uniform
float
renderCore
;
uniform
float
renderArcs
;
uniform
float
isPermanent
;
uniform
float
side
;
uniform
float
coreRadiusMult
;
float
shrinkPhase
;
float
snoise
(
vec3
v
);
float
rand
(
int
offset
)
{
return
snoise
(
vec3
(
float
(
offset
)
*
0
.
5
+
0
.
7
,
0
.
0
,
0
.
0
))
*
0
.
5
+
0
.
5
;
}
vec4
Uberblend
(
vec4
col0
,
vec4
col1
);
struct
Ray
{
vec3
point
;
vec3
dir
;
};
struct
Plane
{
vec3
point
;
vec3
normal
;
};
vec3
GetRayPlaneIntersection
(
Ray
ray
,
Plane
plane
)
{
float
mult
=
1
.
0
/
dot
(
ray
.
dir
,
plane
.
normal
);
return
ray
.
point
+
ray
.
dir
*
(
dot
(
plane
.
point
,
plane
.
normal
)
-
dot
(
ray
.
point
,
plane
.
normal
))
*
mult
;
}
struct
Intersection
{
vec4
color
;
float
depth
;
};
vec4
GetCheckboardColor
(
vec2
pos
);
struct
FireSettings
{
float
freqMult
;
float
stretchMult
;
float
ampMult
;
vec2
scrollSpeed
;
//3.0
float
evolutionSpeed
;
//0.1
};
vec4
GetFireColor
(
float
currTime
,
vec2
pos
,
float
palettePos
,
FireSettings
settings
);
vec4
GetFireWallColor
(
float
currTime
,
vec2
pos
,
int
layersCount
,
float
layerWidth
,
float
palettePos
,
float
scrollSpeed
,
FireSettings
fireSettings
)
{
float
startPos
=
currTime
*
scrollSpeed
;
float
layerDist
=
1
.
0
/
float
(
layersCount
);
float
flameSkip
=
(
floor
((
1
.
0
+
layerWidth
)
/
(
layerDist
))
+
1
.
0
)
*
layerDist
;
vec4
resultColor
=
vec4
(
0
.
0
,
0
.
0
,
0
.
0
,
0
.
0
);
int
actualLayersCount
=
int
(
flameSkip
/
layerDist
);
if
(
pos
.
y
<
startPos
-
layerWidth
)
resultColor
=
Uberblend
(
texture2D
(
tex
,
vec2
(
palettePos
,
0
.
99
)),
resultColor
);
for
(
int
layerNumber
=
0
;
layerNumber
<
actualLayersCount
;
layerNumber
++
)
{
int
topIndex
=
int
(
floor
(
max
(
0
.
0
,
(
startPos
-
flameSkip
)
/
layerDist
+
1
.
0
)));
int
layerIndex
=
(
layerNumber
+
topIndex
)
%
actualLayersCount
;
float
flamePos
=
startPos
-
float
(
layerIndex
)
*
layerDist
;
// flamePos = fmod(flamePos + layerDist, 1.0 + layerDist) - layerDist;
if
(
flamePos
>
0
.
0
)
flamePos
=
mod
(
flamePos
,
flameSkip
);
vec2
resultPos
=
vec2
(
pos
.
x
,
1
.
0
-
(
flamePos
-
pos
.
y
)
/
layerWidth
);
resultPos
.
y
=
1
.
0
-
resultPos
.
y
;
vec4
flameColor
=
GetFireColor
(
currTime
+
float
(
layerIndex
)
*
10
.
0
,
resultPos
,
0
.
25
,
fireSettings
);
resultColor
=
Uberblend
(
resultColor
,
flameColor
);
// resultColor = Uberblend(resultColor, GetCheckboardColor(resultPos) * (0.2));
}
return
resultColor
;
}
Intersection
GetSphereIntersection
(
float
currTime
,
Ray
eyeRay
)
{
if
(
side
==
2
.
0
)
{
Intersection
res
;
res
.
depth
=
1e5
;
res
.
color
=
vec4
(
0
.
0
,
0
.
0
,
0
.
0
,
0
.
0
);
return
res
;
}
vec3
point
=
vec3
(
0
.
0
,
0
.
2
,
0
.
0
);
float
radius
=
0
.
17
*
coreRadiusMult
;
if
(
renderArcs
<
0
.
5
)
{
radius
=
0
.
45
;
point
=
vec3
(
0
.
0
,
0
.
0
,
0
.
0
);
}
vec3
xVector
=
normalize
(
cross
(
eyeRay
.
dir
,
vec3
(
0
.
0
,
1
.
0
,
0
.
0
)));
vec3
yVector
=
normalize
(
cross
(
eyeRay
.
dir
,
xVector
));
float
scrollSpeed
=
2
.
0
;
vec2
localCoords
=
vec2
(
dot
(
xVector
,
eyeRay
.
point
-
point
),
dot
(
yVector
,
eyeRay
.
point
-
point
));
float
sinAng
=
length
(
localCoords
)
/
radius
;
if
(
sinAng
<
1
.
0
)
{
float
ang
=
asin
(
sinAng
);
vec2
planarCoords
=
normalize
(
localCoords
)
*
ang
;
Intersection
res
;
res
.
depth
=
dot
(
eyeRay
.
dir
,
point
-
eyeRay
.
point
)
-
radius
*
cos
(
ang
);
FireSettings
fireSettings
;
fireSettings
.
freqMult
=
4
.
0
;
fireSettings
.
stretchMult
=
2
.
0
;
fireSettings
.
ampMult
=
0
.
4
;
fireSettings
.
scrollSpeed
=
vec2
(
5
.
0
*
0
.
0
,
0
.
0
);
fireSettings
.
evolutionSpeed
=
1
.
5
;
// planarCoords.y = 1.0 - planarCoords.y;
vec2
flamePos
=
planarCoords
*
0
.
3
+
vec2
(
0
.
5
,
0
.
5
);
flamePos
.
y
=
1
.
0
-
flamePos
.
y
;
res
.
color
=
GetFireWallColor
(
currTime
+
0
.
2
,
flamePos
,
4
,
0
.
6
,
0
.
25
,
scrollSpeed
,
fireSettings
);
// res.color = GetCheckboardColor(flamePos);
vec3
intersectionPoint
=
eyeRay
.
point
+
eyeRay
.
dir
*
res
.
depth
;
res
.
color
.
rgb
*=
1
.
0
+
abs
(
intersectionPoint
.
z
)
*
1
.
5
;
if
(
res
.
color
.
a
<
0
.
5
)
res
.
depth
=
1e5
;
res
.
color
.
a
*=
1
.
0
-
pow
(
1
.
0
-
shrinkPhase
,
5
.
0
);
return
res
;
}
else
{
float
width
=
radius
*
0
.
25
;
float
pi
=
3
.
1415
;
vec2
polarPoint
=
vec2
((
atan
(
localCoords
.
x
,
-
localCoords
.
y
))
/
(
2
.
0
*
pi
)
+
0
.
5
,
(
length
(
localCoords
)
-
radius
+
width
*
0
.
2
)
/
width
);
float
bottomMult
=
min
(
polarPoint
.
x
,
1
.
0
-
polarPoint
.
x
);
bottomMult
=
1
.
0
-
pow
(
1
.
0
-
bottomMult
,
10
.
0
);
{
float
ratio
=
clamp
(
currTime
*
scrollSpeed
*
0
.
8
+
0
.
1
,
0
.
0
,
1
.
0
);
if
(
polarPoint
.
x
<
0
.
5
)
{
polarPoint
.
x
=
0
.
0
+
(
polarPoint
.
x
)
/
ratio
;
if
(
polarPoint
.
x
>
0
.
5
)
{
Intersection
res
;
res
.
depth
=
1e5
;
res
.
color
=
vec4
(
0
.
0
,
0
.
0
,
0
.
0
,
0
.
0
);
return
res
;
}
}
else
{
polarPoint
.
x
=
1
.
0
+
(
polarPoint
.
x
-
1
.
0
)
/
ratio
;
if
(
polarPoint
.
x
<
0
.
5
)
{
Intersection
res
;
res
.
depth
=
1e5
;
res
.
color
=
vec4
(
0
.
0
,
0
.
0
,
0
.
0
,
0
.
0
);
return
res
;
}
}
//polarPoint.y /= abs(polarPoint.x - 0.5) + ratio * ratio * ratio;
}
//polarPoint.x *= 2.1;
float
ratio
=
(
1
.
0
-
polarPoint
.
y
)
*
0
.
3
;
polarPoint
.
x
=
polarPoint
.
x
+
(
-
polarPoint
.
x
+
0
.
5
)
*
ratio
;
polarPoint
.
y
/=
bottomMult
;
polarPoint
.
y
=
1
.
0
-
polarPoint
.
y
;
if
(
polarPoint
.
x
>
0
.
0
&&
polarPoint
.
x
<
1
.
0
&&
polarPoint
.
y
>
0
.
0
&&
polarPoint
.
y
<
1
.
0
)
{
FireSettings
fireSettings
;
fireSettings
.
freqMult
=
10
.
0
;
fireSettings
.
stretchMult
=
20
.
0
;
fireSettings
.
ampMult
=
0
.
4
;
fireSettings
.
scrollSpeed
=
vec2
(
5
.
0
*
0
.
0
,
1
.
0
);
fireSettings
.
evolutionSpeed
=
1
.
0
;
Intersection
res
;
res
.
color
=
GetFireColor
(
currTime
,
polarPoint
,
0
.
25
,
fireSettings
);
res
.
depth
=
-
eyeRay
.
point
.
z
;
if
(
res
.
color
.
a
<
0
.
5
)
res
.
depth
=
1e5
;
res
.
color
.
a
*=
1
.
0
-
pow
(
1
.
0
-
shrinkPhase
,
5
.
0
);
return
res
;
}
else
{
Intersection
res
;
res
.
depth
=
1e5
;
res
.
color
=
vec4
(
0
.
0
,
0
.
0
,
0
.
0
,
0
.
0
);
return
res
;
}
}
}
float
GetHeight
(
vec2
pos
)
{
/*float len = dot(pos, pos);
return 0.3-len * 3.0;*/
float
len
=
length
(
pos
)
*
15
.
0
;
return
(
len
*
len
/
15
.
0
-
len
*
len
*
len
*
len
/
650
.
0
)
/
15
.
0
+
pos
.
y
*
0
.
1
;
/*float len = length(pos);
if(len > 0.2)
{
len -= 0.2;
return 0.05 + -(len * len * len * len) * 15.0 + pos.y * 0.1;
}else
{
float ratio = len / 0.2;
return 0.05 - (ratio - 1.0) * (ratio - 1.0) * 0.2 + pos.y * 0.1;
}*/
}
Intersection
GetVortexIntersection
(
float
currTime
,
Ray
eyeRay
)
{
vec3
point
=
vec3
(
0
.
05
,
0
.
0
,
-
0
.
25
);
float
startMin
=
-
1
.
1
;
float
startMax
=
2
.
0
;
float
minLen
=
startMin
;
float
maxLen
=
startMax
;
float
phase
=
0
.
5
+
clamp
(
currTime
*
1
.
0
,
0
.
0
,
0
.
5
);
for
(
int
i
=
0
;
i
<
15
;
i
++
)
{
/*g(x) = 0;
f(x) = g(x) + x;
x = f(x) -> g(x) = 0;*/
float
midLen
=
(
minLen
+
maxLen
)
/
2
.
0
;
vec3
rayPoint
=
eyeRay
.
point
+
eyeRay
.
dir
*
midLen
-
point
;
vec3
surfacePoint
=
vec3
(
rayPoint
.
x
,
GetHeight
(
rayPoint
.
xz
),
rayPoint
.
z
);
if
(
rayPoint
.
y
>
surfacePoint
.
y
)
{
/*Intersection res;
res.depth = 0.0;
res.color = GetCheckboardColor((eyeRay.point + eyeRay.dir * res.depth).xz);
return res;*/
minLen
=
midLen
;
}
else
{
/*Intersection res;
res.depth = 10.0;
res.color = GetCheckboardColor((eyeRay.point + eyeRay.dir * res.depth).xz);
return res;*/
maxLen
=
midLen
;
}
}
Intersection
res
;
res
.
depth
=
(
minLen
+
maxLen
)
/
2
.
0
;
vec3
surfacePoint
=
(
eyeRay
.
point
+
eyeRay
.
dir
*
res
.
depth
-
point
);
if
(
surfacePoint
.
z
>
0
.
0
&&
side
==
1
.
0
||
surfacePoint
.
z
<
0
.
0
&&
side
==
2
.
0
)
{
res
.
depth
=
1e5
;
res
.
color
=
vec4
(
0
.
0
,
0
.
0
,
0
.
0
,
0
.
0
);
return
res
;
}
if
(
abs
(
res
.
depth
-
startMin
)
<
1e-2
||
abs
(
res
.
depth
-
startMax
)
<
1e-2
)
{
res
.
depth
=
1e5
;
res
.
color
=
vec4
(
0
.
0
,
0
.
0
,
0
.
0
,
0
.
0
);
}
else
{
float
pi
=
3
.
1415
;
vec2
polarPoint
=
vec2
(
atan
(
surfacePoint
.
z
,
surfacePoint
.
x
)
/
(
2
.
0
*
pi
)
+
0
.
5
,
length
(
surfacePoint
.
xz
)
*
1
.
6
);
polarPoint
.
y
/=
phase
;
float
shrinkMult
=
1
.
0
-
pow
(
clamp
(
1
.
0
-
shrinkPhase
,
0
.
01
,
0
.
99
),
10
.
0
);
//polarPoint.y /= shrinkMult * 0.3 + 0.7;
polarPoint
.
y
=
(
polarPoint
.
y
-
0
.
45
)
/
0
.
55
;
res
.
color
=
GetCheckboardColor
(
polarPoint
);
FireSettings
fireSettings
;
fireSettings
.
freqMult
=
10
.
0
;
fireSettings
.
stretchMult
=
7
.
0
;
fireSettings
.
ampMult
=
0
.
4
;
fireSettings
.
scrollSpeed
=
vec2
(
5
.
0
*
0
.
0
,
1
.
0
);
fireSettings
.
evolutionSpeed
=
1
.
0
;
polarPoint
.
y
=
(
polarPoint
.
y
+
0
.
0
)
/
1
.
0
;
if
(
polarPoint
.
y
<
0
.
02
)
polarPoint
.
y
=
0
.
02
;
polarPoint
.
y
=
1
.
0
-
polarPoint
.
y
;
res
.
color
=
GetFireColor
(
currTime
,
polarPoint
,
0
.
25
,
fireSettings
);
res
.
color
.
a
*=
1
.
0
-
pow
(
clamp
(
1
.
0
-
shrinkPhase
,
0
.
0
,
1
.
0
),
10
.
0
);
// res.color = GetCheckboardColor(polarPoint);
}
return
res
;
}
struct
ArcSettings
{
float
radius
;
float
width
;
float
length
;
float
growthTime
;
Plane
plane
;
vec4
color
;
};
Intersection
GetFireArcIntersection
(
float
currTime
,
Ray
ray
,
ArcSettings
arcSettings
)
{
Intersection
res
;
res
.
depth
=
1e5
;
res
.
color
=
vec4
(
0
.
0
,
0
.
0
,
0
.
0
,
0
.
0
);
vec3
xVector
=
normalize
(
cross
(
arcSettings
.
plane
.
normal
,
vec3
(
0
.
0
,
1
.
0
,
0
.
0
)));
vec3
zVector
=
arcSettings
.
plane
.
normal
;
vec3
yVector
=
cross
(
xVector
,
zVector
);
vec3
intersection
=
GetRayPlaneIntersection
(
ray
,
arcSettings
.
plane
);
if
(
intersection
.
y
<
0
.
0
)
return
res
;
if
(
intersection
.
z
>
0
.
0
&&
side
==
1
.
0
||
intersection
.
z
<
0
.
0
&&
side
==
2
.
0
)
return
res
;
vec2
planarIntersection
=
vec2
(
dot
(
xVector
,
(
intersection
-
arcSettings
.
plane
.
point
)),
dot
(
yVector
,
(
intersection
-
arcSettings
.
plane
.
point
)));
float
radiusLen
=
length
(
planarIntersection
);
float
pi
=
3
.
1415
;
vec2
polarPos
=
vec2
(
atan
(
planarIntersection
.
x
,
planarIntersection
.
y
),
radiusLen
);
//return GetCheckboardColor(polarPos);
vec2
planarPos
;
float
cosAlpha
=
dot
(
arcSettings
.
plane
.
normal
,
vec3
(
0
.
0
,
1
.
0
,
0
.
0
));
float
height
=
arcSettings
.
plane
.
point
.
y
/
sqrt
(
1
.
0
-
cosAlpha
*
cosAlpha
);
planarPos
.
x
=
(
polarPos
.
x
+
pi
)
/
(
2
.
0
*
pi
);
planarPos
.
y
=
(
polarPos
.
y
-
(
arcSettings
.
radius
-
arcSettings
.
width
))
/
arcSettings
.
width
;
float
sideRatio
=
arcSettings
.
length
*
arcSettings
.
radius
/
arcSettings
.
width
;
float
yScale
=
1
.
0
-
planarPos
.
x
/
arcSettings
.
length
;
// planarPos.y = 1.0 - (1.0 - planarPos.y) / (1.0 - pow(clamp(1.0 - yScale, 0.0, 1.0), 2.0));
if
(
yScale
<
0
.
0
)
return
res
;
if
(
planarPos
.
y
>
0
.
5
)
planarPos
.
y
=
0
.
5
+
(
planarPos
.
y
-
0
.
5
)
/
yScale
;
else
planarPos
.
y
=
0
.
5
-
(
0
.
5
-
planarPos
.
y
)
/
yScale
;
FireSettings
fireSettings
;
fireSettings
.
freqMult
=
10
.
0
*
sideRatio
*
arcSettings
.
width
*
3
.
1
;
fireSettings
.
stretchMult
=
18
.
0
*
sideRatio
;
fireSettings
.
ampMult
=
0
.
5
;
fireSettings
.
scrollSpeed
=
vec2
(
5
.
0
*
0
.
0
,
3
.
0
);
fireSettings
.
evolutionSpeed
=
1
.
5
;
float
ratio1
=
0
.
3
;
float
ratio2
=
0
.
4
;
float
timeOffset
=
0
.
0
;
res
.
depth
=
dot
((
intersection
-
ray
.
point
),
ray
.
dir
);
if
(
planarPos
.
y
>
ratio2
)
{
planarPos
.
y
-=
ratio2
;
planarPos
.
y
/=
1
.
0
-
ratio2
;
timeOffset
=
10
.
0
;
}
else
if
(
planarPos
.
y
<
ratio1
)
{
planarPos
.
y
=
ratio1
-
planarPos
.
y
;
planarPos
.
y
/=
ratio1
;
timeOffset
=
0
.
0
;
}
else
if
(
planarPos
.
y
>
ratio1
&&
planarPos
.
y
<
ratio2
&&
planarPos
.
x
>
0
.
0
&&
planarPos
.
x
<
1
.
0
)
{
res
.
color
=
texture2D
(
tex
,
vec2
(
0
.
25
,
0
.
99
));
return
res
;
}
//return vec4(0.0, 0.0, 1.0, 1.0);
planarPos
.
x
-=
planarPos
.
y
*
0
.
02
;
res
.
color
=
GetFireColor
(
currTime
+
timeOffset
,
vec2
(
planarPos
.
x
,
1
.
0
-
planarPos
.
y
),
0
.
25
,
fireSettings
);
//res.color = GetCheckboardColor(planarPos);
return
res
;
}
#define arcsCount 8
void
main
(
void
)
{
vec2
pos
=
gl_TexCoord
[
0
].
xy
;
pos
.
y
=
1
.
0
-
pos
.
y
;
float
currTime
=
max
(
0
.
0
,
tick
-
tick_start
)
/
1000
.
0
*
timeScale
;
shrinkPhase
=
1
.
0
;
if
(
isPermanent
<
0
.
5
)
shrinkPhase
=
clamp
(
1
.
5
-
currTime
*
1
.
0
,
0
.
0
,
1
.
0
);
/*FireSettings fireSettings;
fireSettings.freqMult = 4.0;
fireSettings.stretchMult = 2.0;
fireSettings.ampMult = 0.4;
fireSettings.scrollSpeed = vec2(5.0*0, 0.0);
fireSettings.scrollSpeed.y = 0.0;
fireSettings.evolutionSpeed = 1.0;
gl_FragColor = GetFireWallColor(currTime, pos * 2.0 - 0.5, 4.0, 0.6, 0.25, 0.2, fireSettings);
return;*/
if
(
shrinkPhase
<
1e-3
)
{
gl_FragColor
=
vec4
(
0
.
0
,
0
.
0
,
0
.
0
,
0
.
0
);
return
;
}
float
pi
=
3
.
1415
;
vec3
groundAxis
=
normalize
(
vec3
(
0
.
5
,
-
0
.
6
,
-
0
.
9
));
vec3
groundPos
=
vec3
(
0
.
0
,
0
.
0
,
0
.
0
);
float
defRadius
=
0
.
25
;
Ray
eyeRay
;
eyeRay
.
point
.
xy
=
pos
-
vec2
(
0
.
5
,
0
.
5
)
+
vec2
(
0
.
0
,
0
.
25
);
//0.5
eyeRay
.
point
.
z
=
-
2
.
0
;
eyeRay
.
dir
=
normalize
(
vec3
(
0
.
0
,
-
0
.
0
,
0
.
8
));
if
(
renderArcs
<
0
.
5
)
{
eyeRay
.
point
.
xy
=
pos
-
vec2
(
0
.
5
,
0
.
5
);
}
Intersection
sphereIntersection
;
if
(
renderCore
>
0
.
5
)
{
sphereIntersection
=
GetSphereIntersection
(
currTime
*
0
.
5
,
eyeRay
);
}
else
{
sphereIntersection
.
depth
=
1e5
;
sphereIntersection
.
color
=
vec4
(
0
.
0
,
0
.
0
,
0
.
0
,
0
.
0
);
}
if
(
renderArcs
<
0
.
5
)
{
gl_FragColor
=
sphereIntersection
.
color
;
return
;
}
Intersection
vortexIntersection
=
GetVortexIntersection
(
currTime
*
0
.
5
,
eyeRay
);
ArcSettings
arcs
[
arcsCount
];
arcs
[
0
].
plane
.
point
=
vec3
(
0
.
27
,
0
.
20
,
0
.
0
);
arcs
[
0
].
plane
.
normal
=
normalize
(
vec3
(
0
.
3
,
-
0
.
3
,
0
.
5
));
arcs
[
0
].
radius
=
1
.
5
*
defRadius
;
arcs
[
0
].
width
=
1
.
3
*
defRadius
;
arcs
[
0
].
length
=
0
.
65
;
arcs
[
0
].
growthTime
=
0
.
3
;
arcs
[
0
].
color
=
vec4
(
0
.
6
,
0
.
6
,
0
.
6
,
1
.
0
);
arcs
[
1
].
plane
.
point
=
vec3
(
0
.
13
,
0
.
20
,
0
.
0
);
arcs
[
1
].
plane
.
normal
=
normalize
(
vec3
(
0
.
45
,
-
0
.
3
,
0
.
5
));
arcs
[
1
].
radius
=
1
.
4
*
defRadius
;
arcs
[
1
].
width
=
0
.
5
*
defRadius
;
arcs
[
1
].
length
=
0
.
6
;
arcs
[
1
].
growthTime
=
0
.
4
;
arcs
[
1
].
color
=
vec4
(
0
.
6
,
0
.
6
,
0
.
8
,
1
.
0
);
arcs
[
7
].
plane
.
point
=
vec3
(
0
.
05
,
0
.
20
,
0
.
0
);
arcs
[
7
].
plane
.
normal
=
normalize
(
vec3
(
0
.
6
,
-
0
.
3
,
0
.
5
));
arcs
[
7
].
radius
=
2
.
7
*
defRadius
;
arcs
[
7
].
width
=
2
.
8
*
defRadius
;
arcs
[
7
].
length
=
0
.
6
;
arcs
[
7
].
growthTime
=
0
.
0
;
arcs
[
7
].
color
=
vec4
(
0
.
6
,
0
.
6
,
0
.
8
,
1
.
0
);
////////
arcs
[
2
].
plane
.
point
=
vec3
(
-
0
.
2
,
0
.
1
,
0
.
0
);
arcs
[
2
].
plane
.
normal
=
normalize
(
vec3
(
0
.
12
,
0
.
3
,
-
0
.
11
));
arcs
[
2
].
radius
=
1
.
8
*
defRadius
;
arcs
[
2
].
width
=
1
.
3
*
defRadius
;
arcs
[
2
].
length
=
0
.
7
;
arcs
[
2
].
growthTime
=
0
.
4
;
arcs
[
2
].
color
=
vec4
(
0
.
6
,
0
.
6
,
0
.
8
,
1
.
0
);
arcs
[
3
].
plane
.
point
=
vec3
(
-
0
.
2
,
0
.
13
,
0
.
0
);
arcs
[
3
].
plane
.
normal
=
normalize
(
vec3
(
0
.
2
,
0
.
3
,
-
0
.
13
));
arcs
[
3
].
radius
=
2
.
1
*
defRadius
;
arcs
[
3
].
width
=
2
.
2
*
defRadius
;
arcs
[
3
].
length
=
0
.
7
;
arcs
[
3
].
growthTime
=
0
.
7
;
arcs
[
3
].
color
=
vec4
(
0
.
6
,
0
.
6
,
0
.
8
,
1
.
0
);
arcs
[
4
].
plane
.
point
=
vec3
(
-
0
.
2
,
0
.
16
,
0
.
0
);
arcs
[
4
].
plane
.
normal
=
normalize
(
vec3
(
0
.
23
,
0
.
3
,
-
0
.
11
));
arcs
[
4
].
radius
=
1
.
6
*
defRadius
;
arcs
[
4
].
width
=
0
.
8
*
defRadius
;
arcs
[
4
].
length
=
0
.
7
;
arcs
[
4
].
growthTime
=
0
.
6
;
arcs
[
4
].
color
=
vec4
(
0
.
6
,
0
.
6
,
0
.
8
,
1
.
0
);
arcs
[
5
].
plane
.
point
=
vec3
(
-
0
.
0
,
0
.
17
,
0
.
0
);
arcs
[
5
].
plane
.
normal
=
normalize
(
vec3
(
0
.
25
,
0
.
3
,
-
0
.
15
));
arcs
[
5
].
radius
=
2
.
9
*
defRadius
;
arcs
[
5
].
width
=
3
.
0
*
defRadius
;
arcs
[
5
].
length
=
0
.
6
;
arcs
[
5
].
growthTime
=
0
.
0
;
arcs
[
5
].
color
=
vec4
(
0
.
6
,
0
.
6
,
0
.
8
,
1
.
0
);
// arcs[6].plane.point = vec3(-0.1, 0.25, 0.0);
arcs
[
6
].
plane
.
point
=
vec3
(
-
0
.
1
,
0
.
25
,
-
0
.
35
);
arcs
[
6
].
plane
.
normal
=
normalize
(
vec3
(
0
.
35
,
0
.
3
,
-
0
.
13
));
arcs
[
6
].
radius
=
1
.
4
*
defRadius
;
arcs
[
6
].
width
=
0
.
5
*
defRadius
;
arcs
[
6
].
length
=
0
.
6
;
arcs
[
6
].
growthTime
=
0
.
6
;
arcs
[
6
].
color
=
vec4
(
0
.
6
,
0
.
6
,
0
.
8
,
1
.
0
);
vec4
resultColor
=
sphereIntersection
.
color
;
float
resultDepth
=
sphereIntersection
.
depth
;
if
(
vortexIntersection
.
depth
<
sphereIntersection
.
depth
)
{
resultColor
=
Uberblend
(
resultColor
,
vortexIntersection
.
color
);
resultDepth
=
vortexIntersection
.
depth
;
}
float
growthTimeMult
=
0
.
7
;
shrinkPhase
=
1
.
0
-
pow
(
1
.
0
-
shrinkPhase
,
3
.
0
);
for
(
int
arcIndex
=
0
;
arcIndex
<
arcsCount
;
arcIndex
++
)
{
float
phase
=
clamp
((
currTime
-
arcs
[
arcIndex
].
growthTime
*
growthTimeMult
)
*
1
.
0
,
0
.
0
,
1
.
0
);
float
lengthMult
=
1
.
0
-
pow
(
1
.
0
-
phase
,
10
.
0
);
arcs
[
arcIndex
].
length
*=
lengthMult
;
arcs
[
arcIndex
].
radius
*=
0
.
7
+
shrinkPhase
*
0
.
3
;
arcs
[
arcIndex
].
width
*=
shrinkPhase
;
Intersection
arcIntersection
=
GetFireArcIntersection
(
currTime
*
0
.
5
+
float
(
arcIndex
)
*
3
.
7
,
eyeRay
,
arcs
[
arcIndex
])
/* * arcs[arcIndex].color*/
;
arcIntersection
.
color
.
a
*=
1
.
0
-
pow
(
1
.
0
-
shrinkPhase
,
5
.
0
);
if
(
arcIntersection
.
depth
<
resultDepth
&&
arcIntersection
.
color
.
a
>
0
.
5
)
{
resultDepth
=
arcIntersection
.
depth
;
resultColor
=
Uberblend
(
resultColor
,
arcIntersection
.
color
);
}
}
//resultColor.a *= 0.3;
gl_FragColor
=
resultColor
;
//gl_FragColor = sphereIntersection.color;
/*if(abs(vortexIntersection.depth - 2.0) < 1e-2)
gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
else
gl_FragColor = vec4((vortexIntersection.depth - 1.0) * 2.0, 0.0, 0.0, 1.0);*/
//vec4 color = GetFireColor(tick / 5000.0, pos, 0.25, settings);
//vec3 shininessColor = color.rgb * color.a * 0.1;
//gl_FragColor = vec4(color.rgb * color.a + shininessColor, color.a);
}
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
)
)
);
}
float
GetFireDelta
(
float
currTime
,
vec2
pos
,
FireSettings
settings
)
{
//firewall
float
delta
=
0
.
0
;
// pos.y += (1.0 - pos.y) * 0.5;
//pos.y += 0.5;
pos
.
y
/=
settings
.
stretchMult
;
pos
*=
settings
.
freqMult
;
pos
+=
currTime
*
settings
.
scrollSpeed
;
// pos.y -= currTime * 3.0;
delta
+=
snoise
(
vec3
(
pos
*
1
.
0
,
currTime
*
1
.
0
*
settings
.
evolutionSpeed
))
*
1
.
5
;
delta
+=
snoise
(
vec3
(
pos
*
2
.
0
,
currTime
*
2
.
0
*
settings
.
evolutionSpeed
))
*
1
.
5
;
delta
+=
snoise
(
vec3
(
pos
*
4
.
0
,
currTime
*
4
.
0
*
settings
.
evolutionSpeed
))
*
1
.
5
;
delta
+=
snoise
(
vec3
(
pos
*
8
.
0
,
currTime
*
8
.
0
*
settings
.
evolutionSpeed
))
*
1
.
5
;
delta
+=
snoise
(
vec3
(
pos
*
16
.
0
,
currTime
*
16
.
0
*
settings
.
evolutionSpeed
))
*
0
.
5
;
return
delta
;
}
vec4
GetFireColor
(
float
currTime
,
vec2
pos
,
float
palettePos
,
FireSettings
settings
)
{
vec4
fireColor
=
vec4
(
0
.
0
,
0
.
0
,
0
.
0
,
0
.
0
);
if
(
pos
.
x
>
0
.
0
&&
pos
.
x
<
1
.
0
&&
pos
.
y
>
0
.
0
&&
pos
.
y
<
1
.
0
)
{
/*if(mod(pos.x, 0.1) < 0.05 ^ mod(pos.y, 0.1) < 0.05)
return vec4(pos.x, pos.y, 0, 1);
else
return vec4(0, 0, 0, 1);*/
float
delta
=
GetFireDelta
(
currTime
,
pos
,
settings
);
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
=
vec2
(
palettePos
,
pos
.
y
)
+
vec2
(
0
,
delta
*
settings
.
ampMult
);
displacedPoint
.
y
=
min
(
0
.
99
,
displacedPoint
.
y
);
displacedPoint
.
y
=
max
(
0
.
01
,
displacedPoint
.
y
);
fireColor
=
texture2D
(
tex
,
displacedPoint
);
}
return
fireColor
;
}
vec4
Uberblend
(
vec4
col0
,
vec4
col1
)
{
// return vec4((1.0 - col0.a) * (col1.rgb) + col0.a * (col1.rgb * col1.a + col0.rgb * (1.0 - col1.a)), min(1.0, col0.a + col1.a));
// return vec4((1.0 - col1.a) * (col0.rgb) + col1.a * (col1.rgb * col1.a + col0.rgb * (1.0 - col1.a)), min(1.0, col0.a + col1.a));
return
vec4
(
(
1
.
0
-
col0
.
a
)
*
(
1
.
0
-
col1
.
a
)
*
(
col0
.
rgb
*
col0
.
a
+
col1
.
rgb
*
col1
.
a
)
/
(
col0
.
a
+
col1
.
a
+
1e-1
)
+
(
1
.
0
-
col0
.
a
)
*
(
0
.
0
+
col1
.
a
)
*
(
col1
.
rgb
)
+
(
0
.
0
+
col0
.
a
)
*
(
1
.
0
-
col1
.
a
)
*
(
col0
.
rgb
*
(
1
.
0
-
col1
.
a
)
+
col1
.
rgb
*
col1
.
a
)
+
(
0
.
0
+
col0
.
a
)
*
(
0
.
0
+
col1
.
a
)
*
(
col1
.
rgb
),
min
(
1
.
0
,
col0
.
a
+
col1
.
a
));
}
vec4
GetCheckboardColor
(
vec2
pos
)
{
vec4
col
=
vec4
(
0
.
0
,
0
.
0
,
0
.
0
,
0
.
0
);
if
(
pos
.
x
>
0
.
0
&&
pos
.
x
<
1
.
0
&&
pos
.
y
>
0
.
0
&&
pos
.
y
<
1
.
0
)
{
if
(
mod
(
pos
.
x
,
0
.
1
)
<
0
.
05
^^
mod
(
pos
.
y
,
0
.
1
)
<
0
.
05
)
col
=
vec4
(
1
.
0
,
1
.
0
,
1
.
0
,
1
.
0
);
else
col
=
vec4
(
0
.
5
,
0
.
5
,
0
.
5
,
1
.
0
);
}
return
col
;
}
\ No newline at end of file
This diff is collapsed.
Click to expand it.
game/modules/tome/data/gfx/shaders/firesurge.lua
0 → 100644
+
38
−
0
View file @
6231d728
-- ToME - Tales of Maj'Eyal
-- Copyright (C) 2009 - 2014 Nicolas Casalini
--
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
--
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU General Public License for more details.
--
-- You should have received a copy of the GNU General Public License
-- along with this program. If not, see <http://www.gnu.org/licenses/>.
--
-- Nicolas Casalini "DarkGod"
-- darkgod@te4.org
return
{
frag
=
"firesurge"
,
vert
=
nil
,
args
=
{
tex
=
{
texture
=
0
},
ellipsoidalFactor
=
ellipsoidalFactor
or
{
1
,
1
},
--1 is perfect circle, >1 is ellipsoidal
side
=
noup
or
0
,
timeScale
=
timeScale
or
2
.
0
,
renderCore
=
1
.
0
,
renderArcs
=
1
.
0
,
isPermanent
=
0
.
0
,
coreRadiusMult
=
1
.
0
,
verticalIntensityAdjust
=
verticalIntensityAdjust
or
0
,
},
resetargs
=
{
tick_start
=
function
()
return
core
.
game
.
getFrameTime
()
end
,
},
clone
=
false
,
}
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