#version 450 core #include "common.glsl" // Premultiplied output: glows and fire write alpha 0 (pure additive), sparks // and smoke write coverage (alpha-blended). Blend func is ONE, ONE_MINUS_SRC_ALPHA. in vec2 vUV; in vec4 vColor; flat in int vKind; in vec2 vLifeSeed; layout(location = 0) out vec4 fragColor; void main() { vec2 p = vUV * 2.0 - 1.0; float r = length(p); float life = vLifeSeed.x, seed = vLifeSeed.y; if (vKind == 2) { // spark / droplet float a = (1.0 - smoothstep(0.6, 1.0, r)) * vColor.a; fragColor = vec4(vColor.rgb * a, a); return; } if (vKind == 3) { // flame: teardrop eroded by scrolling noise, more as it ages float taper = 1.0 + 0.7 * (p.y * 0.5 + 0.5); float d = length(vec2(p.x * taper, p.y * 0.9 + 0.1)); vec2 q = vec2(p.x * 2.5, p.y * 2.0 - uTime * 3.5) + seed * 37.0; float n = vnoise(q) * 0.6 + vnoise(q * 2.3 + 11.0) * 0.4; float shape = 1.0 - smoothstep(0.45, 0.85, d + (n - 0.5) * (0.6 + 0.9 * life)); float core = 1.0 - smoothstep(0.0, 0.55, d); float a = shape * vColor.a; // Mostly additive, but each tongue also dims what is behind it a little, // so flames stay saturated orange over bright daytime ground. fragColor = vec4(vColor.rgb * a * (0.7 + 0.8 * core), a * 0.3); return; } if (vKind == 4) { // ember float core = exp(-r * r * 10.0); fragColor = vec4(vColor.rgb * vColor.a * core, 0.0); return; } if (vKind == 5) { // smoke puff vec2 q = p * 1.6 + seed * 23.0 + vec2(0.0, -uTime * 0.3); float n = vnoise(q) * 0.6 + vnoise(q * 2.1 + 5.0) * 0.4; float a = (1.0 - smoothstep(0.2, 1.0, r + (n - 0.5) * 0.7)) * vColor.a; fragColor = vec4(vColor.rgb * a, a); return; } if (vKind == 6) { // fire glow halo float g = exp(-r * r * 3.5) - 0.03; fragColor = vec4(vColor.rgb * max(g, 0.0), 0.0); return; } float core = 1.0 - smoothstep(0.0, 0.2, r); float halo = exp(-r * r * 9.0) * 0.45; fragColor = vec4(vColor.rgb * vColor.a * (core * 1.5 + halo), 0.0); }