42 lines
1.3 KiB
JavaScript
42 lines
1.3 KiB
JavaScript
/**
|
|
* Black Hole animation illumination shader
|
|
*/
|
|
class BlackHoleDarknessShader extends AdaptiveDarknessShader {
|
|
|
|
/* -------------------------------------------- */
|
|
/* GLSL Statics */
|
|
/* -------------------------------------------- */
|
|
|
|
/** @inheritdoc */
|
|
static fragmentShader = `
|
|
${this.SHADER_HEADER}
|
|
${this.PRNG}
|
|
${this.NOISE}
|
|
${this.FBMHQ()}
|
|
${this.PERCEIVED_BRIGHTNESS}
|
|
|
|
// create an emanation composed of n beams, n = intensity
|
|
vec3 beamsEmanation(in vec2 uv, in float dist, in vec3 pCol) {
|
|
float angle = atan(uv.x, uv.y) * INVTWOPI;
|
|
|
|
// Create the beams
|
|
float dad = mix(0.33, 5.0, dist);
|
|
float beams = fract(angle + sin(dist * 30.0 * (intensity * 0.2) - time + fbm(uv * 10.0 + time * 0.25, 1.0) * dad));
|
|
|
|
// Compose the final beams and reverse beams, to get a nice gradient on EACH side of the beams.
|
|
beams = max(beams, 1.0 - beams);
|
|
|
|
// Creating the effect
|
|
return smoothstep(0.0, 1.1 + (intensity * 0.1), beams * pCol);
|
|
}
|
|
|
|
void main() {
|
|
${this.FRAGMENT_BEGIN}
|
|
vec2 uvs = (2.0 * vUvs) - 1.0;
|
|
finalColor *= (mix(color, color * 0.66, darknessLevel) * colorationAlpha);
|
|
float rd = pow(1.0 - dist, 3.0);
|
|
finalColor = beamsEmanation(uvs, rd, finalColor);
|
|
${this.FRAGMENT_END}
|
|
}`;
|
|
}
|