// https://www.shadertoy.com/view/XljBW3 #define vec2 float2 #define vec3 float3 #define vec4 float4 #define ivec2 int2 #define ivec3 int3 #define ivec4 int4 #define mat2 float2x2 #define mat3 float3x3 #define mat4 float4x4 #define fract frac #define mix lerp #define iTime Time.x #define iResolution ViewSize uniform float2 mouse< string name = "Virtual Mouse Coordinates"; string field_type = "slider"; float2 minimum = {0, 0}; float2 maximum = {100., 100.}; float2 scale = {.01, .01}; float2 step = {.01, .01}; > = {0., 0.}; uniform float4x4 ViewProj< bool automatic = true; >; uniform bool direction< string name = "Invert Direction"; > = true; uniform float4x4 Random< bool visible = false; >; uniform float4x4 Random< bool automatic = true; >; uniform float4 Time< bool automatic = true; >; uniform float4 ViewSize< bool automatic = true; >; int2 iMouse() { return int2(mouse.x * ViewSize.x, mouse.y * ViewSize.y); } vec3 rgb2hsv(vec3 c) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } float rand(vec2 n) { return fract(sin(cos(dot(n, vec2(12.9898,12.1414)))) * 83758.5453); } float noise(vec2 n) { const vec2 d = vec2(0.0, 1.0); vec2 b = floor(n), f = smoothstep(vec2(0.0,0.0), vec2(1.0, 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) { float total = 0.0, amplitude = 1.0; for (int i = 0; i <5; i++) { total += noise(n) * amplitude; n += n*1.7; amplitude *= 0.47; } return total; } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { const vec3 c1 = vec3(0.5, 0.0, 0.1); const vec3 c2 = vec3(0.9, 0.1, 0.0); const vec3 c3 = vec3(0.2, 0.1, 0.7); const vec3 c4 = vec3(1.0, 0.9, 0.1); const vec3 c5 = vec3(0.1,0.1,0.1); const vec3 c6 = vec3(0.9,0.9,0.9); vec2 speed = vec2(1.2, 0.1); float shift = 1.327+sin(iTime*2.0)/2.4; float alpha = 1.0; //change the constant term for all kinds of cool distance versions, //make plus/minus to switch between //ground fire and fire rain! float dist = 3.5-sin(iTime*0.4)/1.89; vec2 p = fragCoord.xy * dist / iResolution.xx; p.x += iTime/1.1; float q = fbm(p - iTime * 0.01+1.0*sin(iTime)/10.0); float qb = fbm(p - iTime * 0.002+0.1*cos(iTime)/5.0); float q2 = fbm(p - iTime * 0.44 - 5.0*cos(iTime)/7.0) - 6.0; float q3 = fbm(p - iTime * 0.9 - 10.0*cos(iTime)/30.0)-4.0; float q4 = fbm(p - iTime * 2.0 - 20.0*sin(iTime)/20.0)+2.0; q = (q + qb - .4 * q2 -2.0*q3 + .6*q4)/3.8; vec2 r = vec2(fbm(p + q /2.0 - iTime * speed.x - p.x - p.y), fbm(p - q - iTime * speed.y)); vec3 c = mix(c1, c2, fbm(p + r)) + mix(c3, c4, r.x) - mix(c5, c6, r.y); vec3 color = vec3(c * cos(shift * 1 - fragCoord.y / iResolution.y)); color += .05; color.r *= .8; vec3 hsv = rgb2hsv(color); hsv.y *= hsv.z * 1.1; hsv.z *= hsv.y * 1.13; hsv.y = (2.2-hsv.z*.9)*1.20; color = hsv2rgb(hsv); fragColor = vec4(color.x, color.y, color.z, alpha); } struct VertFragData { float4 pos : POSITION; float2 uv : TEXCOORD0; }; VertFragData VSDefault(VertFragData vtx) { vtx.pos = mul(float4(vtx.pos.xyz, 1.0), ViewProj); return vtx; } float4 PSDefault(VertFragData vtx) : TARGET { float4 col = float4(1., 1., 1., 1.); mainImage(col, vtx.uv * ViewSize.xy); return col; } technique Draw { pass { vertex_shader = VSDefault(vtx); pixel_shader = PSDefault(vtx); } }