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/**
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* Ghost light animation illumination shader
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*/
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class GhostLightIlluminationShader extends AdaptiveIlluminationShader {
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static fragmentShader = `
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${this.SHADER_HEADER}
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${this.PERCEIVED_BRIGHTNESS}
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${this.PRNG}
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${this.NOISE}
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${this.FBM(3, 1.0)}
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void main() {
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${this.FRAGMENT_BEGIN}
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// Creating distortion with vUvs and fbm
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float distortion1 = fbm(vec2(
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fbm(vUvs * 5.0 - time * 0.50),
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fbm((-vUvs - vec2(0.01)) * 5.0 + time * INVTHREE)));
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float distortion2 = fbm(vec2(
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fbm(-vUvs * 5.0 - time * 0.50),
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fbm((-vUvs + vec2(0.01)) * 5.0 + time * INVTHREE)));
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vec2 uv = vUvs;
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// time related var
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float t = time * 0.5;
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float tcos = 0.5 * (0.5 * (cos(t)+1.0)) + 0.25;
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${this.TRANSITION}
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finalColor *= mix( distortion1 * 1.5 * (intensity * 0.2),
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distortion2 * 1.5 * (intensity * 0.2), tcos);
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${this.ADJUSTMENTS}
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${this.FALLOFF}
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${this.FRAGMENT_END}
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}`;
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}
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/* -------------------------------------------- */
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/**
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* Ghost light animation coloration shader
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*/
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class GhostLightColorationShader extends AdaptiveColorationShader {
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static fragmentShader = `
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${this.SHADER_HEADER}
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${this.PRNG}
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${this.NOISE}
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${this.FBM(3, 1.0)}
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${this.PERCEIVED_BRIGHTNESS}
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void main() {
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${this.FRAGMENT_BEGIN}
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// Creating distortion with vUvs and fbm
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float distortion1 = fbm(vec2(
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fbm(vUvs * 3.0 + time * 0.50),
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fbm((-vUvs + vec2(1.)) * 5.0 + time * INVTHREE)));
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float distortion2 = fbm(vec2(
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fbm(-vUvs * 3.0 + time * 0.50),
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fbm((-vUvs + vec2(1.)) * 5.0 - time * INVTHREE)));
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vec2 uv = vUvs;
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// time related var
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float t = time * 0.5;
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float tcos = 0.5 * (0.5 * (cos(t)+1.0)) + 0.25;
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float tsin = 0.5 * (0.5 * (sin(t)+1.0)) + 0.25;
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// Creating distortions with cos and sin : create fluidity
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uv -= PIVOT;
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uv *= tcos * distortion1;
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uv *= tsin * distortion2;
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uv *= fbm(vec2(time + distortion1, time + distortion2));
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uv += PIVOT;
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finalColor = distortion1 * distortion1 *
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distortion2 * distortion2 *
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color * pow(1.0 - dist, dist)
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* colorationAlpha * mix( uv.x + distortion1 * 4.5 * (intensity * 0.2),
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uv.y + distortion2 * 4.5 * (intensity * 0.2), tcos);
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${this.COLORATION_TECHNIQUES}
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${this.ADJUSTMENTS}
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${this.FALLOFF}
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${this.FRAGMENT_END}
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}`;
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}
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