uniform sampler2DRect particles0; uniform sampler2DRect particles1; uniform sampler2DRect particles2; uniform sampler2DRect u_depth; uniform sampler2DRect u_world; uniform sampler2DRect u_v4l2cam; uniform sampler2DRect warm1; uniform sampler2DRect warm2; uniform sampler2DRect cold1; uniform sampler2DRect cold2; uniform float uAreThereTwoPeopleTween; uniform float u_time; uniform vec3 uHottest0; uniform vec3 uHottest1; uniform vec3 uHottest3d0; uniform vec3 uHottest3d1; uniform vec3 uBetween; in vec2 texCoordVarying; in vec3 gPos; in vec4 gTarget; in float gTemperature; in float gAge; vec3 random3(vec3 c) { float j = 4096.0*sin(dot(c,vec3(17.0, 59.4, 15.0))); vec3 r; r.z = fract(512.0*j); j *= .125; r.x = fract(512.0*j); j *= .125; r.y = fract(512.0*j); return r-0.5; } /* skew constants for 3d simplex functions */ const float F3 = 0.3333333; const float G3 = 0.1666667; /* 3d simplex noise */ float simplex3d(vec3 p) { /* 1. find current tetrahedron T and it's four vertices */ /* s, s+i1, s+i2, s+1.0 - absolute skewed (integer) coordinates of T vertices */ /* x, x1, x2, x3 - unskewed coordinates of p relative to each of T vertices*/ /* calculate s and x */ vec3 s = floor(p + dot(p, vec3(F3))); vec3 x = p - s + dot(s, vec3(G3)); /* calculate i1 and i2 */ vec3 e = step(vec3(0.0), x - x.yzx); vec3 i1 = e*(1.0 - e.zxy); vec3 i2 = 1.0 - e.zxy*(1.0 - e); /* x1, x2, x3 */ vec3 x1 = x - i1 + G3; vec3 x2 = x - i2 + 2.0*G3; vec3 x3 = x - 1.0 + 3.0*G3; /* 2. find four surflets and store them in d */ vec4 w, d; /* calculate surflet weights */ w.x = dot(x, x); w.y = dot(x1, x1); w.z = dot(x2, x2); w.w = dot(x3, x3); /* w fades from 0.6 at the center of the surflet to 0.0 at the margin */ w = max(0.6 - w, 0.0); /* calculate surflet components */ d.x = dot(random3(s), x); d.y = dot(random3(s + i1), x1); d.z = dot(random3(s + i2), x2); d.w = dot(random3(s + 1.0), x3); /* multiply d by w^4 */ w *= w; w *= w; d *= w; /* 3. return the sum of the four surflets */ return dot(d, vec4(52.0)); } /* const matrices for 3d rotation */ const mat3 rot1 = mat3(-0.37, 0.36, 0.85,-0.14,-0.93, 0.34,0.92, 0.01,0.4); const mat3 rot2 = mat3(-0.55,-0.39, 0.74, 0.33,-0.91,-0.24,0.77, 0.12,0.63); const mat3 rot3 = mat3(-0.71, 0.52,-0.47,-0.08,-0.72,-0.68,-0.7,-0.45,0.56); /* directional artifacts can be reduced by rotating each octave */ float simplex3d_fractal(vec3 m) { return 0.5333333*simplex3d(m*rot1) +0.2666667*simplex3d(2.0*m*rot2) +0.1333333*simplex3d(4.0*m*rot3) +0.0666667*simplex3d(8.0*m); } void main() { vec2 palette = vec2(gTemperature*3425, 0.5); vec3 remapedColorW = texture(warm1, palette).xyz; vec3 remapedColorC = texture(cold2, palette).xyz; float d = 80; float D = 600; float n = (simplex3d(gPos * vec3(0.01, 0.01, 0.1 * sin(u_time * 0.01)))) * 100; float rate = 1-smoothstep(D - d, D + d, length(gPos.x + uBetween.x) + n); rate *= uAreThereTwoPeopleTween; vec3 remapedColor = mix(remapedColorC, remapedColorW, rate); float alpha = max(0, 1 - pow(gAge,4)) * .03; // if(vTemperature < 0.5) { // alpha *= vTemperature * 2; // } // if(vTarget.w >0.5) { // alpha *= 2; // } if(gPos.z > -200) { alpha = 0; } vec4 color = vec4(remapedColor, alpha); fragColor = color; }