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shader_type canvas_item; | ||
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// Gonkee's burn & dissolve shader for Godot 3 - full tutorial https://youtu.be/1zvI-QOwny4 | ||
// If you use this shader, I would prefer if you gave credit to me and my channel | ||
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uniform vec4 ash : hint_color; | ||
uniform vec4 fire : hint_color; | ||
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uniform int OCTAVES = 6; | ||
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// values that need to be set from a script | ||
uniform float start_time = 99999999.0; | ||
uniform float duration = 1.0; | ||
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float rand(vec2 coord){ | ||
return fract(sin(dot(coord, vec2(12.9898, 78.233)))* 43758.5453123); | ||
} | ||
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float noise(vec2 coord){ | ||
vec2 i = floor(coord); | ||
vec2 f = fract(coord); | ||
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// 4 corners of a rectangle surrounding our point | ||
float a = rand(i); | ||
float b = rand(i + vec2(1.0, 0.0)); | ||
float c = rand(i + vec2(0.0, 1.0)); | ||
float d = rand(i + vec2(1.0, 1.0)); | ||
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vec2 cubic = f * f * (3.0 - 2.0 * f); | ||
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return mix(a, b, cubic.x) + (c - a) * cubic.y * (1.0 - cubic.x) + (d - b) * cubic.x * cubic.y; | ||
} | ||
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float fbm(vec2 coord){ | ||
float value = 0.0; | ||
float scale = 0.5; | ||
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for(int i = 0; i < OCTAVES; i++){ | ||
value += noise(coord) * scale; | ||
coord *= 2.0; | ||
scale *= 0.5; | ||
} | ||
return value; | ||
} | ||
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vec4 burn(vec4 original, vec2 uv, float time) { | ||
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vec4 new_col = original; // value that will be returned | ||
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float noise = fbm(uv * 6.0); | ||
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float thickness = 0.1; | ||
float outer_edge = (time - start_time) / duration; | ||
float inner_edge = outer_edge + thickness; | ||
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// fade-in to the orange/black gradient | ||
if (noise < inner_edge) { | ||
float grad_factor = (inner_edge - noise) / thickness; | ||
grad_factor = clamp(grad_factor, 0.0, 1.0); | ||
vec4 fire_grad = mix(fire, ash, grad_factor); | ||
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float inner_fade = (inner_edge - noise) / 0.02; | ||
inner_fade = clamp(inner_fade, 0.0, 1.0); | ||
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new_col = mix(new_col, fire_grad, inner_fade); | ||
} | ||
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// fade-out of the black at the end of the gradient | ||
if (noise < outer_edge) { | ||
new_col.a = 1.0 - (outer_edge - noise) / 0.03; | ||
new_col.a = clamp(new_col.a, 0.0, 1.0); | ||
} | ||
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new_col.a *= original.a; | ||
return new_col; | ||
} | ||
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void fragment() { | ||
vec4 tex = textureLod(TEXTURE, UV, 0.0); | ||
COLOR = tex; | ||
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// theoretical shader manipulations | ||
// COLOR.rgb /= 2.0; | ||
// COLOR.g = 1.0 - COLOR.g; | ||
// COLOR.rgb *= mod(UV.y, 0.2) / 0.2; | ||
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COLOR = burn(COLOR, UV, TIME); | ||
} |