Initial
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/**
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* A patch of smoke
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*/
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class SmokePatchColorationShader extends AdaptiveColorationShader {
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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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${this.FBMHQ(3)}
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vec2 transform(in vec2 uv, in float dist) {
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float t = time * 0.1;
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float cost = cos(t);
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float sint = sin(t);
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mat2 rotmat = mat2(cost, -sint, sint, cost);
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mat2 scalemat = mat2(10.0, uv.x, uv.y, 10.0);
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uv -= PIVOT;
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uv *= (rotmat * scalemat);
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uv += PIVOT;
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return uv;
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}
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float smokefading(in float dist) {
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float t = time * 0.4;
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vec2 uv = transform(vUvs, dist);
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return pow(1.0 - dist,
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mix(fbm(uv, 1.0 + intensity * 0.4),
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max(fbm(uv + t, 1.0),
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fbm(uv - t, 1.0)),
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pow(dist, intensity * 0.5)));
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}
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void main() {
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${this.FRAGMENT_BEGIN}
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finalColor = color * smokefading(dist) * colorationAlpha;
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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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}
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/* -------------------------------------------- */
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/**
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* A patch of smoke
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*/
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class SmokePatchIlluminationShader 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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${this.FBMHQ(3)}
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vec2 transform(in vec2 uv, in float dist) {
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float t = time * 0.1;
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float cost = cos(t);
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float sint = sin(t);
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mat2 rotmat = mat2(cost, -sint, sint, cost);
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mat2 scalemat = mat2(10.0, uv.x, uv.y, 10.0);
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uv -= PIVOT;
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uv *= (rotmat * scalemat);
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uv += PIVOT;
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return uv;
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}
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float smokefading(in float dist) {
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float t = time * 0.4;
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vec2 uv = transform(vUvs, dist);
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return pow(1.0 - dist,
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mix(fbm(uv, 1.0 + intensity * 0.4),
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max(fbm(uv + t, 1.0),
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fbm(uv - t, 1.0)),
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pow(dist, intensity * 0.5)));
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}
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void main() {
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${this.FRAGMENT_BEGIN}
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${this.TRANSITION}
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finalColor *= smokefading(dist);
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${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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