137 lines
3.8 KiB
Plaintext
137 lines
3.8 KiB
Plaintext
shader_type spatial;
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uniform sampler2D noise_tex; // Your noise texture
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uniform float strength = 0.5; // How much to displace
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uniform float noise_scale = 1.0; // Scale of the noise sampling
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uniform float speed = 1.0;
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uniform sampler2D fire_tex_1;
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uniform sampler2D fire_tex_2;
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uniform sampler2D fire_mask;
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uniform vec4 inner_color;
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uniform vec4 outer_color;
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// fire uniforms
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uniform float detail_strength = 3.0;
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uniform float scroll_speed = 1.2;
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uniform float fire_height = 1.0;
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uniform float fire_shape = 1.5;
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uniform float fire_thickness = 0.55;
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uniform float fire_sharpness = 1.0;
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uniform float intensity = 1.0; // Animation speed
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// noise uniforms
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uniform int noise_octaves = 6;
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uniform float noise_lacunarity = 3.0;
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uniform float noise_gain = 0.5;
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uniform float noise_amplitude = 1.0;
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uniform float noise_frequency = 1.5;
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uniform float scale = 1.0;
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float hash(vec2 p) {
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p = fract(p * 0.3183099 + vec2(0.1, 0.1));
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p *= 17.0;
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return fract(p.x * p.y * (p.x + p.y));
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}
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float noise(vec2 x) {
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vec2 p = floor(x);
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vec2 f = fract(x);
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float n =
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hash(p) * (1.0 - f.x) * (1.0 - f.y) +
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hash(p + vec2(1.0, 0.0)) * f.x * (1.0 - f.y) +
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hash(p + vec2(0.0, 1.0)) * (1.0 - f.x) * f.y +
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hash(p + vec2(1.0, 1.0)) * f.x * f.y;
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return n;
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}
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float fbm(vec2 p) {
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int octaves = noise_octaves;
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float lacunarity = noise_lacunarity;
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float gain = noise_gain;
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float amplitude = noise_amplitude;
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float frequency = noise_frequency;
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float total = 0.0;
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for (int i = 0; i < octaves; i++) {
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total += noise(p * frequency) * amplitude;
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frequency *= lacunarity;
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amplitude *= gain;
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}
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return total * 0.5;
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}
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float random (vec2 uv) {
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return fract(sin(dot(uv.xy,
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vec2(12.9898,78.233))) * 43758.5453123);
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}
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void vertex() {
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// Get the vertex position in model space
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vec3 pos = VERTEX;
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// Use UV or position for noise lookup (spherical UVs work well)
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vec2 uv = UV * noise_scale;
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// Animate the noise over time
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uv += vec2(TIME * speed, TIME * speed);
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// Sample the noise texture
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float noise = texture(noise_tex, uv).r;
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float wave = sin(TIME * speed) * 0.2 + 0.5;
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// Displace the vertex along its normal
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pos += NORMAL * (noise * strength * wave);
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// Apply the final position
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VERTEX = pos;
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}
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void fragment() {
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vec2 uv = UV;
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// modified_uv for offset and animating UVs for fire
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vec2 modified_uv = -uv;
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modified_uv.x = mod(modified_uv.x, 1.0) - 0.5;
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modified_uv.y += 0.84; // size vertical
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// fire noise scroll effect
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float scroll = scroll_speed * detail_strength * TIME;
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// sample noise for fire
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float n = fbm(detail_strength * modified_uv - vec2(0.0, scroll));
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// Threshold to create a mask-like edge
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float mask2 = smoothstep(0.4, 0.6, n);
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vec3 noise_1 = texture(fire_tex_1, vec2(UV.x, UV.y + TIME * 0.7)).rgb * n;
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vec3 noise_2 = texture(fire_tex_2, vec2(UV.x, UV.y + TIME * 1.2)).rgb * n;
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vec3 mask = texture(fire_mask, UV).rgb - 0.2;
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vec3 col = (noise_1 + noise_2) * mask * mask2;
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float fire_intensity = intensity - 16.0 * fire_sharpness * pow(
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max(
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0.0,
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length(
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modified_uv * vec2((1.0 / fire_thickness) + modified_uv.y * fire_shape, 1.0 / fire_height)
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) - n * max(0.0, modified_uv.y + 0.25)
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),
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1.2
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);
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float fire_intensity1 = n * fire_intensity * (1.5 - pow(1.0 * uv.y, 14.0));
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float alpha = fire_intensity * (1.0 - pow(uv.y, 3.0));
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fire_intensity1 = clamp(fire_intensity1, 0.0, 1.0);
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ALBEDO = vec3(step(0.015, col.r));
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ALBEDO *= mix(outer_color.rgb, inner_color.rgb, step(0.15, col.r)) ;
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ALPHA = step(0.015, col.r);
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}
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//void light() {
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// // Called for every pixel for every light affecting the material.
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// // Uncomment to replace the default light processing function with this one.
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//}
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