Created
October 16, 2013 16:22
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glsl good flames (screen space)
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#ifdef GL_ES | |
precision mediump float; | |
#endif | |
uniform float time; | |
uniform vec2 mouse; | |
uniform vec2 resolution; | |
vec3 iResolution = vec3(resolution.x,resolution.y,100.); | |
vec4 iMouse = vec4(mouse.x,mouse.y,5.,5.); | |
float iGlobalTime = time; | |
uniform sampler2D iChannel0; | |
// by @301z | |
float rand(vec2 n) { | |
return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453); | |
} | |
float noise(vec2 n) { | |
const vec2 d = vec2(0.0, 1.0); | |
vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n)); | |
return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y); | |
} | |
float fbm(vec2 n) { | |
float total = 0.0, amplitude = 1.0; | |
for (int i = 0; i < 7; i++) { | |
total += noise(n) * amplitude; | |
n += n; | |
amplitude *= 0.5; | |
} | |
return total; | |
} | |
void main() { | |
const vec3 c1 = vec3(0.1, 0.0, 0.0); | |
const vec3 c2 = vec3(0.7, 0.0, 0.0); | |
const vec3 c3 = vec3(0.2, 0.0, 0.0); | |
const vec3 c4 = vec3(1.0, 0.9, 0.0); | |
const vec3 c5 = vec3(0.1); | |
const vec3 c6 = vec3(0.9); | |
vec2 p = gl_FragCoord.xy * 8.0 / iResolution.xx; | |
float q = fbm(p - iGlobalTime * 0.1); | |
vec2 r = vec2(fbm(p + q + iGlobalTime * 0.7 - p.x - p.y), fbm(p + q - iGlobalTime * 0.4)); | |
vec3 c = mix(c1, c2, fbm(p + r)) + mix(c3, c4, r.x) - mix(c5, c6, r.y); | |
gl_FragColor = vec4(c * cos(1.57 * gl_FragCoord.y / iResolution.y), 1.0); | |
} |
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