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Augmenta_Balls-of-Fire.isf
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Augmenta_Balls-of-Fire.isf
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/*{
"CREDIT": "by mojovideotech",
"CATEGORIES": [
"generator",
"fire"
],
"INPUTS": [
{
"NAME": "augmentaData",
"TYPE": "image"
},
{
"NAME": "augmentaMaxNumObjects",
"TYPE": "float",
"DEFAULT": 20,
"MIN": 1,
"MAX": 20
},
{
"NAME": "offset",
"TYPE": "point2D",
"MAX": [
1.0,
1.0
],
"MIN": [
-1.0,
-1.0
]
},
{
"NAME": "rotation",
"TYPE": "float",
"DEFAULT": 0.0,
"MIN": -2.0,
"MAX": 2.0
},
{
"NAME": "size",
"TYPE": "float",
"DEFAULT": 3.5,
"MIN": 1.0,
"MAX": 4.0
},
{
"NAME": "depth",
"TYPE": "float",
"DEFAULT": 0.1,
"MIN": 0.03,
"MAX": 0.15
},
{
"NAME": "density",
"TYPE": "float",
"DEFAULT": 2.5,
"MIN": 0.1,
"MAX": 4.0
},
{
"NAME": "rateX",
"TYPE": "float",
"DEFAULT": -3.0,
"MIN": -9.0,
"MAX": 9.0
},
{
"NAME": "rateY",
"TYPE": "float",
"DEFAULT": -0.5,
"MIN": -9.0,
"MAX": 9.0
},
{
"NAME": "rateZ",
"TYPE": "float",
"DEFAULT": 3.0,
"MIN": -9.0,
"MAX": 9.0
}
]
}*/
///////////////////////////////////////////
//
// Augmenta Balls of Fire by Augmenta (https://www.augmenta.tech)
//
// with Ben Kuper
//
// Based on
//
// GreatBallOfFire by mojovideotech
//
// based on :
//
// glslsandbox.com\/e#30176.0
// Fireball by @AlexWDunn
//
// Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
///////////////////////////////////////////
#define saturate(oo) clamp(oo, 0.0, 1.0)
#define MarchSteps 4
#define Radius 1.5
#define NoiseSteps 4
#define Color1 vec4(1.0, 1.0, 1.0, 1.0)
#define Color2 vec4(1.0, 0.8, 0.2, 1.0)
#define Color3 vec4(1.0, 0.03, 0.0, 1.0)
#define Color4 vec4(0.4, 0.02, 0.02, 1.0)
vec3 mod196(vec3 x) { return x - floor(x * (1.0 / 196.0)) * 196.0; }
vec4 mod196(vec4 x) { return x - floor(x * (1.0 / 196.0)) * 196.0; }
vec4 permute(vec4 x) { return mod196(((x*56.0)+1.0)*x); }
vec4 taylorInvSqrt(vec4 r){ return 1.79284291400159 - 0.85373472095314 * r; }
float snoise(vec3 v)
{
const vec2 C = vec2(1.0/6.0, 1.0/3.0);
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
vec3 i = floor(v + dot(v, C.yyy));
vec3 x0 = v - i + dot(i, C.xxx);
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min(g.xyz, l.zxy);
vec3 i2 = max(g.xyz, l.zxy);
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
i = mod196(i);
vec4 p = permute( permute( permute( i.z + vec4(0.0, i1.z, i2.z, 1.0)) + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
float n_ = 0.142857142857;
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z);
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_);
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4(x.xy, y.xy);
vec4 b1 = vec4(x.zw, y.zw);
vec4 s0 = floor(b0) * 2.0 + 1.0;
vec4 s1 = floor(b1) * 2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
vec3 p0 = vec3(a0.xy, h.x);
vec3 p1 = vec3(a0.zw, h.y);
vec3 p2 = vec3(a1.xy, h.z);
vec3 p3 = vec3(a1.zw, h.w);
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 35.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3)));
}
float Turbulence(vec3 position, float minFreq, float maxFreq, float qWidth)
{
float value = 0.0;
float cutoff = clamp(0.5/qWidth, 0.0, maxFreq);
float fade;
float fOut = minFreq;
for(int i=NoiseSteps ; i>=0 ; i--)
{
if(fOut >= 0.5 * cutoff) break;
fOut *= 2.0;
value += abs(snoise(position * fOut))/fOut;
}
fade = clamp(2.0 * (cutoff-fOut)/cutoff, 0.0, 1.0);
value += fade * abs(snoise(position * fOut))/fOut;
return 1.0-value;
}
float SphereDist(vec3 position)
{
return length(position) - Radius;
}
vec4 Shade(float distance)
{
float c1 = saturate(distance*5.0 + 0.5);
float c2 = saturate(distance*5.0);
float c3 = saturate(distance*3.4 - 0.5);
vec4 a = mix(Color1,Color2, c1);
vec4 b = mix(a, Color3, c2);
return mix(b, Color4, c3);
}
float RenderScene(vec3 position, out float distance, float timeOffset, float densityOffset, vec2 rateOffset)
{
float noise = Turbulence(position * (density+densityOffset) + vec3(rateZ, rateX+rateOffset.x, rateY+rateOffset.y)*TIME+timeOffset, 0.1, 1.5, 0.03) * depth;
noise = saturate(abs(noise));
distance = SphereDist(position) - noise;
return noise;
}
vec4 March(vec3 rayOrigin, vec3 rayStep, float timeOffset, float densityOffset, vec2 rateOffset)
{
vec3 position = rayOrigin;
float distance;
float displacement;
for(int step = MarchSteps; step >=0 ; --step)
{
displacement = RenderScene(position, distance, timeOffset, densityOffset, rateOffset);
if(distance < 0.05) break;
position += rayStep * distance;
}
return mix(Shade(displacement), vec4(0.0, 0.0, 0.0, 0.0), float(distance >= 0.5));
}
bool IntersectSphere(vec3 ro, vec3 rd, vec3 pos, float radius, out vec3 intersectPoint)
{
vec3 relDistance = (ro - pos);
float b = dot(relDistance, rd);
float c = dot(relDistance, relDistance) - radius*radius;
float d = b*b - c;
intersectPoint = ro + rd*(-b - sqrt(d));
return d >= 0.0;
}
vec4 drawBall(vec2 pos, float timeOffset, float densityOffset, vec2 rateOffset, float weight)
{
if(weight == 0) return vec4(0,0,0,0);
vec2 p = (gl_FragCoord.xy / RENDERSIZE.xy) * 2.0 - 1.0;
p += pos;
p.x *= RENDERSIZE.x/RENDERSIZE.y;
float rotx = rotation* 4.0;
float roty = -rotation * 4.0;
float zoom = 16.0-(size*3.);
vec3 ro = zoom * normalize(vec3(cos(roty), cos(rotx), sin(roty)));
vec3 ww = normalize(vec3(0.0, 0.0, 0.0) - ro);
vec3 uu = normalize(cross( vec3(0.0, 1.0, 0.0), ww));
vec3 vv = normalize(cross(ww, uu));
vec3 rd = normalize(p.x*uu + p.y*vv + 1.5*ww);
vec4 col = vec4(0.0);
vec3 origin;
float tSize = (Radius + depth*7.0)*weight;
if(IntersectSphere(ro, rd, vec3(0.0), tSize, origin))
{
return col = March(origin, rd, timeOffset,densityOffset, rateOffset);
}
return vec4(0,0,0,0);
}
void main()
{
// Init
vec4 colorOut = vec4(0.0,0.0,0.0,0.0);
for(int i=0;i<augmentaMaxNumObjects;++i)
{
// Get the point
float uvX = (i+.5)/augmentaMaxNumObjects;
vec4 point = texture2D(augmentaData, vec2(uvX,0));
// Draw
vec2 tPos = -(point.xy-.5)*2;
if(point.w == 0 || point.x == 0 || point.y == 0) continue;
colorOut += drawBall(tPos,i,0,vec2(0,0), point.w);
}
gl_FragColor = colorOut;
}