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@manudurgoni
Created January 9, 2017 18:26
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var fragmentShader = `
precision mediump float;
uniform vec2 resolution;
uniform float time;
uniform float alpha;
uniform vec2 speed;
uniform float shift;
float rand(vec2 n) {
//This is just a compounded expression to simulate a random number based on a seed given as n
return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);
}
float noise(vec2 n) {
//Uses the rand function to generate noise
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) {
//fbm stands for "Fractal Brownian Motion" https://en.wikipedia.org/wiki/Fractional_Brownian_motion
float total = 0.0, amplitude = 1.0;
for (int i = 0; i < 4; i++) {
total += noise(n) * amplitude;
n += n;
amplitude *= 0.5;
}
return total;
}
void main() {
//This is where our shader comes together
const vec3 c1 = vec3(126.0/255.0, 0.0/255.0, 97.0/255.0);
const vec3 c2 = vec3(173.0/255.0, 0.0/255.0, 161.4/255.0);
const vec3 c3 = vec3(0.2, 0.0, 0.0);
const vec3 c4 = vec3(164.0/255.0, 1.0/255.0, 214.4/255.0);
const vec3 c5 = vec3(0.1);
const vec3 c6 = vec3(0.9);
//This is how "packed" the smoke is in our area. Try changing 8.0 to 1.0, or something else
vec2 p = gl_FragCoord.xy * 8.0 / resolution.xx;
//The fbm function takes p as its seed (so each pixel looks different) and time (so it shifts over time)
float q = fbm(p - time * 0.1);
vec2 r = vec2(fbm(p + q + time * speed.x - p.x - p.y), fbm(p + q - time * speed.y));
vec3 c = mix(c1, c2, fbm(p + r)) + mix(c3, c4, r.x) - mix(c5, c6, r.y);
float grad = gl_FragCoord.y / resolution.y;
gl_FragColor = vec4(c * cos(shift * gl_FragCoord.y / resolution.y), 1.0);
gl_FragColor.xyz *= 1.0-
`;
function defaultValue(inputValue, defaultValue) {
inputValue = typeof inputValue !== 'undefined' ? inputValue : defaultValue;
return inputValue;
}
function LightmapFilter(lightSprite, ambientColor, resolution) {
PIXI.Filter.call(
this,
null,
fragmentShader);
ambientColor = defaultValue(ambientColor, [0.3, 0.3, 0.7, 0.5]);
resolution = defaultValue(resolution, [1.0, 1.0]);
this.lightSprite = lightSprite;
this.lightMatrix = new PIXI.Matrix();
this.uniforms.uLightmap = lightSprite.texture;
this.uniforms.uResolution = new Float32Array(resolution);
this.uniforms.uAmbientColor = new Float32Array(ambientColor);
}
LightmapFilter.prototype = Object.create(PIXI.Filter.prototype);
LightmapFilter.prototype.constructor = LightmapFilter;
LightmapFilter.prototype.apply = function (filterManager, input, output) {
const ratio = (1 / output.destinationFrame.width) * (output.size.width / input.size.width);
this.uniforms.filterMatrix = filterManager.calculateSpriteMatrix(this.lightMatrix, this.lightSprite);
// draw the filter...
filterManager.applyFilter(this, input, output);
}
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