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flame.gdshader
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flame.gdshader
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shader_type canvas_item;
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// Gonkee's fire shader for Godot 3 - full tutorial https://youtu.be/CI3JZ-3cabg
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// If you use this shader, I would prefer it if you gave credit to me and my channel
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uniform vec4 transparent : hint_color;
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uniform vec4 inner : hint_color;
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uniform vec4 outer : hint_color;
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uniform float inner_threshold = 0.4;
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uniform float outer_threshold = 0.15;
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uniform float soft_edge = 0.04;
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uniform vec2 center = vec2(0.5, 0.8);
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uniform int OCTAVES = 6;
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float rand(vec2 coord){
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return fract(sin(dot(coord, vec2(12.9898, 78.233)))* 43758.5453123);
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}
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float noise(vec2 coord){
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vec2 i = floor(coord);
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vec2 f = fract(coord);
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// 4 corners of a rectangle surrounding our point
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float a = rand(i);
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float b = rand(i + vec2(1.0, 0.0));
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float c = rand(i + vec2(0.0, 1.0));
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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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}
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float fbm(vec2 coord){
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float value = 0.0;
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float scale = 0.5;
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for(int i = 0; i < OCTAVES; i++){
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value += noise(coord) * scale;
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coord *= 2.0;
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scale *= 0.5;
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}
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return value;
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}
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float overlay(float base, float top) {
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if (base < 0.5) {
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return 2.0 * base * top;
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} else {
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return 1.0 - 2.0 * (1.0 - base) * (1.0 - top);
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}
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}
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float egg_shape(vec2 coord, float radius){
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vec2 diff = abs(coord - center);
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if (coord.y < center.y){
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diff.y /= 2.0;
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} else {
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diff.y *= 2.0;
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}
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float dist = sqrt(diff.x * diff.x + diff.y * diff.y) / radius;
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float value = sqrt(1.0 - dist * dist);
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return clamp(value, 0.0, 1.0);
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}
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void fragment() {
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vec2 coord = UV * 8.0;
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vec2 fbmcoord = coord / 6.0;
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float egg_s = egg_shape(UV, 0.4);
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egg_s += egg_shape(UV, 0.2) / 2.0;
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float noise1 = noise(coord + vec2(TIME * 0.25, TIME * 4.0));
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float noise2 = noise(coord + vec2(TIME * 0.5, TIME * 7.0));
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float combined_noise = (noise1 + noise2) / 2.0;
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float fbm_noise = fbm(fbmcoord + vec2(0.0, TIME * 3.0));
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fbm_noise = overlay(fbm_noise, UV.y);
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float everything_combined = combined_noise * fbm_noise * egg_s;
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if (everything_combined < outer_threshold){
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COLOR = transparent;
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} else if (everything_combined < outer_threshold + soft_edge){
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COLOR = mix(transparent, outer, (everything_combined - outer_threshold) / soft_edge);
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} else if (everything_combined < inner_threshold){
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COLOR = outer;
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} else if (everything_combined < inner_threshold + soft_edge){
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COLOR = mix(outer, inner, (everything_combined - inner_threshold) / soft_edge);
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} else {
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COLOR = inner;
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}
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//COLOR = vec4(vec3(everything_combined), 1.0);
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}
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