GodotVR/assets/fire/fire.gdshader
Guillaume Vern a2385360db 18.5
2025-10-10 15:46:35 +02:00

124 lines
3.3 KiB
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shader_type spatial;
render_mode unshaded, cull_disabled;
uniform sampler2D fire_tex_1;
uniform sampler2D fire_tex_2;
uniform sampler2D fire_mask;
uniform vec4 inner_color;
uniform vec4 outer_color;
// fire uniforms
uniform float detail_strength = 3.0;
uniform float scroll_speed = 1.2;
uniform float fire_height = 1.0;
uniform float fire_shape = 1.5;
uniform float fire_thickness = 0.55;
uniform float fire_sharpness = 1.0;
uniform float intensity = 1.0;
// noise uniforms
uniform int noise_octaves = 6;
uniform float noise_lacunarity = 3.0;
uniform float noise_gain = 0.5;
uniform float noise_amplitude = 1.0;
uniform float noise_frequency = 1.5;
uniform float scale = 1.0;
float hash(vec2 p) {
p = fract(p * 0.3183099 + vec2(0.1, 0.1));
p *= 17.0;
return fract(p.x * p.y * (p.x + p.y));
}
float noise(vec2 x) {
vec2 p = floor(x);
vec2 f = fract(x);
float n =
hash(p) * (1.0 - f.x) * (1.0 - f.y) +
hash(p + vec2(1.0, 0.0)) * f.x * (1.0 - f.y) +
hash(p + vec2(0.0, 1.0)) * (1.0 - f.x) * f.y +
hash(p + vec2(1.0, 1.0)) * f.x * f.y;
return n;
}
float fbm(vec2 p) {
int octaves = noise_octaves;
float lacunarity = noise_lacunarity;
float gain = noise_gain;
float amplitude = noise_amplitude;
float frequency = noise_frequency;
float total = 0.0;
for (int i = 0; i < octaves; i++) {
total += noise(p * frequency) * amplitude;
frequency *= lacunarity;
amplitude *= gain;
}
return total * 0.5;
}
float random (vec2 uv) {
return fract(sin(dot(uv.xy,
vec2(12.9898,78.233))) * 43758.5453123);
}
void vertex() {
VERTEX *= scale;
mat4 modified_model_view = VIEW_MATRIX * mat4(
INV_VIEW_MATRIX[0],
MODEL_MATRIX[1],
INV_VIEW_MATRIX[2],
MODEL_MATRIX[3]
);
MODELVIEW_MATRIX = modified_model_view;
}
void fragment() {
vec2 uv = UV;
// modified_uv for offset and animating UVs for fire
vec2 modified_uv = -uv;
modified_uv.x = mod(modified_uv.x, 1.0) - 0.5;
modified_uv.y += 0.84; // size vertical
// fire noise scroll effect
float scroll = scroll_speed * detail_strength * TIME;
// sample noise for fire
float n = fbm(detail_strength * modified_uv - vec2(0.0, scroll));
// Threshold to create a mask-like edge
float mask2 = smoothstep(0.4, 0.6, n);
vec3 noise_1 = texture(fire_tex_1, vec2(UV.x, UV.y + TIME * 0.7)).rgb * n;
vec3 noise_2 = texture(fire_tex_2, vec2(UV.x, UV.y + TIME * 1.2)).rgb * n;
vec3 mask = texture(fire_mask, UV).rgb - 0.2;
vec3 col = (noise_1 + noise_2) * mask * mask2;
float fire_intensity = intensity - 16.0 * fire_sharpness * pow(
max(
0.0,
length(
modified_uv * vec2((1.0 / fire_thickness) + modified_uv.y * fire_shape, 1.0 / fire_height)
) - n * max(0.0, modified_uv.y + 0.25)
),
1.2
);
float fire_intensity1 = n * fire_intensity * (1.5 - pow(1.0 * uv.y, 14.0));
float alpha = fire_intensity * (1.0 - pow(uv.y, 3.0));
fire_intensity1 = clamp(fire_intensity1, 0.0, 1.0);
ALBEDO = vec3(step(0.015, col.r));
ALBEDO *= mix(outer_color.rgb, inner_color.rgb, step(0.15, col.r)) * alpha;
ALPHA = step(0.015, col.r) * (alpha * 2.0);
}
//void light() {
// // Called for every pixel for every light affecting the material.
// // Uncomment to replace the default light processing function with this one.
//}