63 lines
1.5 KiB
JavaScript
63 lines
1.5 KiB
JavaScript
export const fireVertexShader = `
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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}
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`;
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export const fireFragmentShader = `
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varying vec2 vUv;
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uniform float u_time;
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// 2D Random function
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float random (vec2 st) {
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return fract(sin(dot(st.xy,
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vec2(12.9898,78.233)))*
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43758.5453123);
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}
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// 2D Noise function
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float noise (in vec2 st) {
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vec2 i = floor(st);
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vec2 f = fract(st);
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float a = random(i);
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float b = random(i + vec2(1.0, 0.0));
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float c = random(i + vec2(0.0, 1.0));
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float d = random(i + vec2(1.0, 1.0));
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vec2 u = f*f*(3.0-2.0*f);
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return mix(a, b, u.x) +
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(c - a)* u.y * (1.0 - u.x) +
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(d - b) * u.x * u.y;
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}
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// Fractional Brownian Motion to create more complex noise
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float fbm(in vec2 st) {
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float value = 0.0;
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float amplitude = 0.5;
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float frequency = 0.0;
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for (int i = 0; i < 4; i++) {
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value += amplitude * noise(st);
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st *= 2.0;
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amplitude *= 0.5;
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}
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return value;
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}
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void main() {
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vec2 uv = vUv;
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float q = fbm(uv * 2.0 - vec2(0.0, u_time * 1.2));
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float r = fbm(uv * 2.0 + q + vec2(1.7, 9.2) + vec2(0.0, u_time * -0.3));
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float fireAmount = fbm(uv * 2.0 + r + vec2(0.0, u_time * 0.15));
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// Shape the fire to rise from the bottom
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fireAmount *= (1.0 - uv.y);
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vec3 fireColor = mix(vec3(0.9, 0.3, 0.1), vec3(1.0, 0.9, 0.3), fireAmount);
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gl_FragColor = vec4(fireColor, fireAmount * 2.0);
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}
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`; |