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Doom Fire
A tribute to Doom Fire on Playstation (with some spice)
Created by marcogomez on Sat, 09 Oct 2021 09:45:27 GMT.
#version 300 es // ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D prgm4Texture; uniform vec2 resolution; uniform float time; out vec4 fragColor; void main(void) { vec2 uv = gl_FragCoord.xy / resolution.xy; vec4 prgm4 = texture(prgm4Texture, uv); fragColor = prgm4; }
#version 300 es // ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D prgm1Texture; uniform vec2 resolution; uniform float time; uniform bool mousedown; uniform int frame; out vec4 fragColor; const float PI = acos(-1.0); const vec2 rv2 = vec2(12.9898, 78.233); const float rf = 43758.5453; void main(void) { bool source = (gl_FragCoord.y < 4.0 && mousedown == false); vec2 uv = gl_FragCoord.xy / resolution.xy; float rand = fract(sin(mod(dot(uv + time, rv2), PI)) * rf); ivec2 offset = ivec2(rand * (-2.0) + 0.5, -int(rand > 0.5)); float heat = texelFetch(prgm1Texture, ivec2(gl_FragCoord.xy) + offset, 0).r - 0.002; float c = max(heat, 0.0) * float(!source) + float(source); fragColor = vec4(vec3(c, c * c, pow(c, 12.0)), 1.0); }
#version 300 es // ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D prgm1Texture; uniform vec2 resolution; out vec4 fragColor; void main(void) { fragColor = texelFetch( prgm1Texture, ivec2(gl_FragCoord.xy) / 3 + ivec2(int(floor(resolution.x / 3.0)),0), 0 ); }
#version 300 es // ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D prgm2Texture; uniform sampler2D noiseTexture; uniform vec2 resolution; uniform float time; uniform float fft; out vec4 fragColor; const float PI = acos(-1.0); const float TAU = PI * 2.0; const mat2 m2 = mat2(0.80, -0.60, 0.60, 0.80); float gaussian(float z, float u, float o) { return ( 1.0 / (o * sqrt(TAU)) ) * exp(-(((z - u) * (z - u)) / (2.0 * (o * o)))); } vec3 gaussGrain(float t) { vec2 ps = vec2(1.0) / resolution.xy; vec2 uv = gl_FragCoord.xy * ps; float seed = dot(uv, vec2(12.9898, 78.233)); float noise = fract(sin(seed) * 43758.5453 + t); noise = gaussian(noise, 0.0, 0.5); return vec3(noise); } float noise(vec2 x) { vec2 p = floor(x); vec2 f = fract(x); f = f * f * (3.0 - 2.0 * f); float a = texture(noiseTexture, (p + vec2(0.5, 0.5 + fft * 0.25)) / 256.0, 0.0).x; float b = texture(noiseTexture, (p + vec2(1.5, 0.5 + fft * 0.25)) / 256.0, 0.0).x; float c = texture(noiseTexture, (p + vec2(0.5, 1.5 + fft * 0.25)) / 256.0, 0.0).x; float d = texture(noiseTexture, (p + vec2(1.5, 1.5 + fft * 0.25)) / 256.0, 0.0).x; return mix(mix(a, b, f.x), mix(c, d, f.x), f.y); } float fbm (vec2 uv) { float f = 0.0; f += 0.5000 * noise(uv); uv = m2 * uv * 2.02; f += 0.2500 * noise(uv); uv = m2 * uv * 2.03; f += 0.1250 * noise(uv); uv = m2 * uv * 2.01; f += 0.0625 * noise(uv); return f / 0.9375; } vec3 clouds(vec2 uv) { vec3 color; float t = time * 0.75; vec2 q = vec2( 0.0 ), r = vec2( 0.0 ); q.x = fbm(uv + t * 0.25); q.y = fbm(uv + vec2(1.0)); r.x = fbm(uv + q + vec2(1.7, 9.2) + 0.31 * t * 0.25); r.y = fbm(uv + q + vec2(8.3, 2.8) + 0.21 * t * 0.25); float f = fbm(uv + r); color = mix(vec3(1.0, 1.0, 1.0), vec3(0.3, 1.6, 1.6), clamp((f * f) * 2.0, 0.0, 1.0) + fft * 0.5); color = mix(color, vec3(0.4, 0.2, 0.16), clamp(length(q) + fft * 0.33, 0.0, 1.0)); color = mix(color, vec3(0.4, 0.7, 3.00), clamp(length(r.x) + fft * 0.33, 0.0, 1.0)); return color * color * color; } vec2 curve(vec2 uv) { uv *= 1.1; uv.x *= 1.0 + pow((abs(uv.y) / 5.0), 2.0); uv.y *= 1.0 + pow((abs(uv.x) / 5.0), 2.0); uv = (uv / 2.0) + 0.5; uv = uv * 0.92 + 0.08; return uv; } void main(void) { vec2 uv = gl_FragCoord.xy / resolution.y; vec2 suv = gl_FragCoord.xy / resolution.xy; vec4 prgm2 = texture(prgm2Texture, suv); uv.y *= (resolution.x / resolution.y) * -.0625 - 1.0; vec2 p = -1.0 + 2.0 * uv; float frameScale = 29.97; float frameTime = floor(time * frameScale) / frameScale; p.x -= frameTime * 0.25; p.y += frameTime * 0.5; vec3 g = gaussGrain(frameTime) * 0.04; vec2 pRes = resolution.xy / 24.0; p = floor(p * pRes) / pRes; vec3 col = clouds(p * 3.0) - g; vec3 lum = vec3(0.299, 0.587, 0.114) * 0.75; col = vec3(dot(col, lum)); col = clamp(col * col, 0.0, 1.0); col = mix(prgm2.xyz, prgm2.xyz * col, 0.35); fragColor = vec4(col, 1.0); }
#version 300 es // ╔═════════════╦════════════════╗ // ║ Marco Gomez ║ https://mgz.me ║ // ╚═════════════╩════════════════╝ precision highp float; uniform sampler2D prgm3Texture; uniform vec2 resolution; uniform float time; out vec4 fragColor; const float PI = acos(-1.0); const float TAU = PI * 2.0; const float hardscan = -16.0; // -8.0 = soft | -16.0 = medium const float hardPix = -4.0; // -2.0 = soft | -4.0 = hard const float maskDark = 0.5; const float maskLight = 2.5; float toLinear(float c) { return (c <= 0.04045) ? c / 12.92 : pow(abs((c + 0.055) / 1.055), 2.4); } vec3 toLinear(vec3 c) { return vec3(toLinear(c.r), toLinear(c.g), toLinear(c.b)); } float toSRGB(float c) { return(c < 0.0031308 ? c * 12.92 : 1.055 * pow(abs(c), 0.41666) - 0.055); } vec3 toSRGB(vec3 c) { return vec3(toSRGB(c.r), toSRGB(c.g), toSRGB(c.b)); } vec3 fetch(vec2 pos, vec2 off, vec2 res) { pos = floor(pos * res + off) / res; if (max(abs(pos.x - 0.5), abs(pos.y - 0.5)) > 0.5) { return vec3(0.0); } return toLinear(texture(prgm3Texture, pos.xy, -16.0).xyz); } vec2 dist(vec2 pos, vec2 res) { pos = pos * res; return -((pos - floor(pos)) - vec2(0.5)); } float gauss(float pos, float scale) { return exp2(scale * pos * pos); } vec3 horz3(vec2 pos, float off, vec2 res) { vec3 b = fetch(pos, vec2(-1.0, off), res); vec3 c = fetch(pos, vec2(+0.0, off), res); vec3 d = fetch(pos, vec2(+1.0, off), res); float dst = dist(pos, res).x; float scale = hardPix; float wb = gauss(dst - 1.0, scale); float wc = gauss(dst + 0.0, scale); float wd = gauss(dst + 1.0, scale); return (b * wb + c * wc + d * wd) / (wb + wc + wd); } vec3 horz5(vec2 pos, float off, vec2 res) { vec3 a = fetch(pos, vec2(-2.0, off), res); vec3 b = fetch(pos, vec2(-1.0, off), res); vec3 c = fetch(pos, vec2(+0.0, off), res); vec3 d = fetch(pos, vec2(+1.0, off), res); vec3 e = fetch(pos, vec2(+2.0, off), res); float dst = dist(pos, res).x; float scale = hardPix; float wa = gauss(dst - 2.0, scale); float wb = gauss(dst - 1.0, scale); float wc = gauss(dst + 0.0, scale); float wd = gauss(dst + 1.0, scale); float we = gauss(dst + 2.0, scale); return (a * wa + b * wb + c * wc + d * wd + e * we) / (wa + wb + wc + wd + we); } float scan(vec2 pos, float off, vec2 res) { float dst = dist(pos, res).y; return gauss(dst + off, hardscan); } vec3 tri(vec2 pos, vec2 res) { vec3 a = horz3(pos, -1.0, res); vec3 b = horz5(pos, +0.0, res); vec3 c = horz3(pos, +1.0, res); float wa = scan(pos, -1.0, res); float wb = scan(pos, +0.0, res); float wc = scan(pos, +1.0, res); return a * wa + b * wb + c * wc; } vec3 mask(vec2 pos) { pos.x += pos.y * 3.0; vec3 m = vec3(maskDark, maskDark, maskDark); pos.x = fract(pos.x / 6.0); if (pos.x < 0.333) { m.r = maskLight; } else if (pos.x < 0.666) { m.g = maskLight; } else { m.b = maskLight; } return m; } float bar(float pos, float bar) { pos -= bar; return pos * pos < 4.0 ? 0.0 : 1.0; } float rand(vec2 uv, float t) { float seed = dot(uv, vec2(12.9898, 78.233)); return fract(sin(seed) * 43758.5453123 + t); } float gaussian(float z, float u, float o) { return ( (1.0 / (o * sqrt(TAU))) * (exp(-(((z - u) * (z - u)) / (2.0 * (o * o))))) ); } vec3 gaussgrain(float t) { vec2 ps = vec2(1.0) / resolution.xy; vec2 uv = gl_FragCoord.xy * ps; float noise = rand(uv, t); noise = gaussian(noise, 0.0, 0.5); return vec3(noise); } void main(void) { vec2 res = vec2(resolution.x / 5.0, resolution.y / 4.0); vec2 uv = gl_FragCoord.xy / resolution.xy; float frameScale = 29.97; float frameTime = floor(time * frameScale) / frameScale; vec3 g = gaussgrain(frameTime) * 0.07; vec4 color = vec4(tri(uv, res) * mask(gl_FragCoord.xy), 1.0); color.xyz = toSRGB(color.xyz * 2.0) - g; fragColor = color; }
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// ╔═════════════╦════════════════╗
// ║ Marco Gomez ║ https://mgz.me ║
// ╚═════════════╩════════════════╝
precision highp float;
uniform sampler2D prgm4Texture;
uniform vec2 resolution;
uniform float time;
out vec4 fragColor;
void main(void) {
vec2 uv = gl_FragCoord.xy / resolution.xy;
vec4 prgm4 = texture(prgm4Texture, uv);
fragColor = prgm4;
}
102 fps 16ms
00:00:00.31
0.00