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Foundry-VTT-Docker/resources/app/client/pixi/webgl/shaders/lighting/effects/flame.js

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2025-01-04 00:34:03 +01:00
/**
* Alternative torch illumination shader
*/
class FlameIlluminationShader extends AdaptiveIlluminationShader {
static fragmentShader = `
${this.SHADER_HEADER}
${this.PERCEIVED_BRIGHTNESS}
void main() {
${this.FRAGMENT_BEGIN}
${this.TRANSITION}
finalColor *= brightnessPulse;
${this.ADJUSTMENTS}
${this.FALLOFF}
${this.FRAGMENT_END}
}`;
/** @inheritdoc */
static defaultUniforms = ({...super.defaultUniforms, brightnessPulse: 1});
}
/* -------------------------------------------- */
/**
* Alternative torch coloration shader
*/
class FlameColorationShader extends AdaptiveColorationShader {
static fragmentShader = `
${this.SHADER_HEADER}
${this.PRNG}
${this.NOISE}
${this.FBMHQ(3)}
${this.PERCEIVED_BRIGHTNESS}
vec2 scale(in vec2 uv, in float scale) {
mat2 scalemat = mat2(scale, 0.0, 0.0, scale);
uv -= PIVOT;
uv *= scalemat;
uv += PIVOT;
return uv;
}
void main() {
${this.FRAGMENT_BEGIN}
vec2 uv = scale(vUvs, 10.0 * ratio);
float intens = pow(0.1 * intensity, 2.0);
float fratioInner = ratio * (intens * 0.5) -
(0.005 *
fbm( vec2(
uv.x + time * 8.01,
uv.y + time * 10.72), 1.0));
float fratioOuter = ratio - (0.007 *
fbm( vec2(
uv.x + time * 7.04,
uv.y + time * 9.51), 2.0));
float fdist = max(dist - fratioInner * intens, 0.0);
float flameDist = smoothstep(clamp(0.97 - fratioInner, 0.0, 1.0),
clamp(1.03 - fratioInner, 0.0, 1.0),
1.0 - fdist);
float flameDistInner = smoothstep(clamp(0.95 - fratioOuter, 0.0, 1.0),
clamp(1.05 - fratioOuter, 0.0, 1.0),
1.0 - fdist);
vec3 flameColor = color * 8.0;
vec3 flameFlickerColor = color * 1.2;
finalColor = mix(mix(color, flameFlickerColor, flameDistInner),
flameColor,
flameDist) * brightnessPulse * colorationAlpha;
${this.COLORATION_TECHNIQUES}
${this.ADJUSTMENTS}
${this.FALLOFF}
${this.FRAGMENT_END}
}
`;
/** @inheritdoc */
static defaultUniforms = ({ ...super.defaultUniforms, brightnessPulse: 1});
}