#version 450 // Simple flame in distance field. // XT9S - https://www.shadertoy.com/view/MdX3zr layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; vec4 OutputSize; vec4 OriginalSize; vec4 SourceSize; uint FrameCount; } global; #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; const vec2 madd = vec2(0.5, 0.5); void main() { gl_Position = global.MVP * Position; vTexCoord = gl_Position.xy; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; float iGlobalTime = float(global.FrameCount)*0.025; vec2 iResolution = global.OutputSize.xy; float noise(vec3 p) //Thx to Las^Mercury { vec3 i = floor(p); vec4 a = dot(i, vec3(1., 57., 21.)) + vec4(0., 57., 21., 78.); vec3 f = cos((p-i)*acos(-1.))*(-.5)+.5; a = mix(sin(cos(a)*a),sin(cos(1.+a)*(1.+a)), f.x); a.xy = mix(a.xz, a.yw, f.y); return mix(a.x, a.y, f.z); } float sphere(vec3 p, vec4 spr) { return length(spr.xyz-p) - spr.w; } float flame(vec3 p) { float d = sphere(p*vec3(1.,.5,1.), vec4(.0,-1.,.0,1.)); return d + (noise(p+vec3(.0,iGlobalTime*2.,.0)) + noise(p*3.)*.5)*.25*(p.y) ; } float scene(vec3 p) { return min(100.-length(p) , abs(flame(p)) ); } vec4 raymarch(vec3 org, vec3 dir) { float d = 0.0, glow = 0.0, eps = 0.02; vec3 p = org; bool glowed = false; for(int i=0; i<64; i++) { d = scene(p) + eps; p += d * dir; if( d>eps ) { if(flame(p) < .0) glowed=true; if(glowed) glow = float(i)/64.; } } return vec4(p,glow); } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 v = -1.0 + 2.0 * fragCoord.xy / iResolution.xy; v.x *= iResolution.x/iResolution.y; vec3 org = vec3(0., -2., 4.); vec3 dir = normalize(vec3(v.x*1.6, -v.y, -1.5)); vec4 p = raymarch(org, dir); float glow = p.w; vec4 col = mix(vec4(1.,.5,.1,1.), vec4(0.1,.5,1.,1.), p.y*.02+.4); fragColor = mix(vec4(0.), col, pow(glow*2.,4.)); //fragColor = mix(vec4(1.), mix(vec4(1.,.5,.1,1.),vec4(0.1,.5,1.,1.),p.y*.02+.4), pow(glow*2.,4.)); } void main(void) { //just some shit to wrap shadertoy's stuff vec2 FragCoord = vTexCoord.xy*global.OutputSize.xy; FragCoord.y = -FragCoord.y; mainImage(FragColor,FragCoord); }