/** * @author Mike Piecuch / https://github.com/mikepiecuch * * Based on research paper "Real-Time Fluid Dynamics for Games" by Jos Stam * http://www.dgp.toronto.edu/people/stam/reality/Research/pdf/GDC03.pdf * */ import { Clock, Color, DataTexture, LinearFilter, MathUtils, Mesh, NearestFilter, NoToneMapping, OrthographicCamera, PlaneBufferGeometry, RGBAFormat, Scene, ShaderMaterial, Vector2, WebGLRenderTarget } from "../../../build/three.module.js"; var Fire = function ( geometry, options ) { Mesh.call( this, geometry ); this.type = 'Fire'; this.clock = new Clock(); options = options || {}; var textureWidth = options.textureWidth || 512; var textureHeight = options.textureHeight || 512; var oneOverWidth = 1.0 / textureWidth; var oneOverHeight = 1.0 / textureHeight; var debug = ( options.debug === undefined ) ? false : options.debug; this.color1 = options.color1 || new Color( 0xffffff ); this.color2 = options.color2 || new Color( 0xffa000 ); this.color3 = options.color3 || new Color( 0x000000 ); this.colorBias = ( options.colorBias === undefined ) ? 0.8 : options.colorBias; this.diffuse = ( options.diffuse === undefined ) ? 1.33 : options.diffuse; this.viscosity = ( options.viscosity === undefined ) ? 0.25 : options.viscosity; this.expansion = ( options.expansion === undefined ) ? - 0.25 : options.expansion; this.swirl = ( options.swirl === undefined ) ? 50.0 : options.swirl; this.burnRate = ( options.burnRate === undefined ) ? 0.3 : options.burnRate; this.drag = ( options.drag === undefined ) ? 0.35 : options.drag; this.airSpeed = ( options.airSpeed === undefined ) ? 6.0 : options.airSpeed; this.windVector = options.windVector || new Vector2( 0.0, 0.75 ); this.speed = ( options.speed === undefined ) ? 500.0 : options.speed; this.massConservation = ( options.massConservation === undefined ) ? false : options.massConservation; var size = textureWidth * textureHeight; this.sourceData = new Uint8Array( 4 * size ); this.clearSources = function () { for ( var y = 0; y < textureHeight; y ++ ) { for ( var x = 0; x < textureWidth; x ++ ) { var i = y * textureWidth + x; var stride = i * 4; this.sourceData[ stride ] = 0; this.sourceData[ stride + 1 ] = 0; this.sourceData[ stride + 2 ] = 0; this.sourceData[ stride + 3 ] = 0; } } this.sourceMaterial.uniforms[ "sourceMap" ].value = this.internalSource; this.sourceMaterial.needsUpdate = true; return this.sourceData; }; this.addSource = function ( u, v, radius, density = null, windX = null, windY = null ) { var startX = Math.max( Math.floor( ( u - radius ) * textureWidth ), 0 ); var startY = Math.max( Math.floor( ( v - radius ) * textureHeight ), 0 ); var endX = Math.min( Math.floor( ( u + radius ) * textureWidth ), textureWidth ); var endY = Math.min( Math.floor( ( v + radius ) * textureHeight ), textureHeight ); for ( var y = startY; y < endY; y ++ ) { for ( var x = startX; x < endX; x ++ ) { var diffX = x * oneOverWidth - u; var diffY = y * oneOverHeight - v; if ( diffX * diffX + diffY * diffY < radius * radius ) { var i = y * textureWidth + x; var stride = i * 4; if ( density != null ) { this.sourceData[ stride ] = Math.min( Math.max( density, 0.0 ), 1.0 ) * 255; } if ( windX != null ) { var wind = Math.min( Math.max( windX, - 1.0 ), 1.0 ); wind = ( wind < 0.0 ) ? Math.floor( wind * 127 ) + 255 : Math.floor( wind * 127 ); this.sourceData[ stride + 1 ] = wind; } if ( windY != null ) { var wind = Math.min( Math.max( windY, - 1.0 ), 1.0 ); wind = ( wind < 0.0 ) ? Math.floor( wind * 127 ) + 255 : Math.floor( wind * 127 ); this.sourceData[ stride + 2 ] = wind; } } } } this.internalSource.needsUpdate = true; return this.sourceData; }; // When setting source map, red channel is density. Green and blue channels // encode x and y velocity respectively as signed chars: // (0 -> 127 = 0.0 -> 1.0, 128 -> 255 = -1.0 -> 0.0 ) this.setSourceMap = function ( texture ) { this.sourceMaterial.uniforms[ "sourceMap" ].value = texture; }; var parameters = { minFilter: NearestFilter, magFilter: NearestFilter, depthBuffer: false, stencilBuffer: false }; this.field0 = new WebGLRenderTarget( textureWidth, textureHeight, parameters ); this.field0.background = new Color( 0x000000 ); this.field1 = new WebGLRenderTarget( textureWidth, textureHeight, parameters ); this.field0.background = new Color( 0x000000 ); this.fieldProj = new WebGLRenderTarget( textureWidth, textureHeight, parameters ); this.field0.background = new Color( 0x000000 ); if ( ! MathUtils.isPowerOfTwo( textureWidth ) || ! MathUtils.isPowerOfTwo( textureHeight ) ) { this.field0.texture.generateMipmaps = false; this.field1.texture.generateMipmaps = false; this.fieldProj.texture.generateMipmaps = false; } this.fieldScene = new Scene(); this.fieldScene.background = new Color( 0x000000 ); this.orthoCamera = new OrthographicCamera( textureWidth / - 2, textureWidth / 2, textureHeight / 2, textureHeight / - 2, 1, 2 ); this.orthoCamera.position.z = 1; this.fieldGeometry = new PlaneBufferGeometry( textureWidth, textureHeight ); this.internalSource = new DataTexture( this.sourceData, textureWidth, textureHeight, RGBAFormat ); // Source Shader var shader = Fire.SourceShader; this.sourceMaterial = new ShaderMaterial( { uniforms: shader.uniforms, vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader, transparent: false } ); this.clearSources(); this.sourceMesh = new Mesh( this.fieldGeometry, this.sourceMaterial ); this.fieldScene.add( this.sourceMesh ); // Diffuse Shader var shader = Fire.DiffuseShader; this.diffuseMaterial = new ShaderMaterial( { uniforms: shader.uniforms, vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader, transparent: false } ); this.diffuseMaterial.uniforms[ "oneOverWidth" ].value = oneOverWidth; this.diffuseMaterial.uniforms[ "oneOverHeight" ].value = oneOverHeight; this.diffuseMesh = new Mesh( this.fieldGeometry, this.diffuseMaterial ); this.fieldScene.add( this.diffuseMesh ); // Drift Shader shader = Fire.DriftShader; this.driftMaterial = new ShaderMaterial( { uniforms: shader.uniforms, vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader, transparent: false } ); this.driftMaterial.uniforms[ "oneOverWidth" ].value = oneOverWidth; this.driftMaterial.uniforms[ "oneOverHeight" ].value = oneOverHeight; this.driftMesh = new Mesh( this.fieldGeometry, this.driftMaterial ); this.fieldScene.add( this.driftMesh ); // Projection Shader 1 shader = Fire.ProjectionShader1; this.projMaterial1 = new ShaderMaterial( { uniforms: shader.uniforms, vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader, transparent: false } ); this.projMaterial1.uniforms[ "oneOverWidth" ].value = oneOverWidth; this.projMaterial1.uniforms[ "oneOverHeight" ].value = oneOverHeight; this.projMesh1 = new Mesh( this.fieldGeometry, this.projMaterial1 ); this.fieldScene.add( this.projMesh1 ); // Projection Shader 2 shader = Fire.ProjectionShader2; this.projMaterial2 = new ShaderMaterial( { uniforms: shader.uniforms, vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader, transparent: false } ); this.projMaterial2.uniforms[ "oneOverWidth" ].value = oneOverWidth; this.projMaterial2.uniforms[ "oneOverHeight" ].value = oneOverHeight; this.projMesh2 = new Mesh( this.fieldGeometry, this.projMaterial2 ); this.fieldScene.add( this.projMesh2 ); // Projection Shader 3 shader = Fire.ProjectionShader3; this.projMaterial3 = new ShaderMaterial( { uniforms: shader.uniforms, vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader, transparent: false } ); this.projMaterial3.uniforms[ "oneOverWidth" ].value = oneOverWidth; this.projMaterial3.uniforms[ "oneOverHeight" ].value = oneOverHeight; this.projMesh3 = new Mesh( this.fieldGeometry, this.projMaterial3 ); this.fieldScene.add( this.projMesh3 ); // Color Shader if ( debug ) { shader = Fire.DebugShader; } else { shader = Fire.ColorShader; } this.material = new ShaderMaterial( { uniforms: shader.uniforms, vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader, transparent: true } ); this.material.uniforms[ "densityMap" ].value = this.field1.texture; this.configShaders = function ( dt ) { this.diffuseMaterial.uniforms[ "diffuse" ].value = dt * 0.05 * this.diffuse; this.diffuseMaterial.uniforms[ "viscosity" ].value = dt * 0.05 * this.viscosity; this.diffuseMaterial.uniforms[ "expansion" ].value = Math.exp( this.expansion * - 1.0 ); this.diffuseMaterial.uniforms[ "swirl" ].value = Math.exp( this.swirl * - 0.1 ); this.diffuseMaterial.uniforms[ "drag" ].value = Math.exp( this.drag * - 0.1 ); this.diffuseMaterial.uniforms[ "burnRate" ].value = this.burnRate * dt * 0.01; this.driftMaterial.uniforms[ "windVector" ].value = this.windVector; this.driftMaterial.uniforms[ "airSpeed" ].value = dt * this.airSpeed * 0.001 * textureHeight; this.material.uniforms[ "color1" ].value = this.color1; this.material.uniforms[ "color2" ].value = this.color2; this.material.uniforms[ "color3" ].value = this.color3; this.material.uniforms[ "colorBias" ].value = this.colorBias; }; this.clearDiffuse = function () { this.diffuseMaterial.uniforms[ "expansion" ].value = 1.0; this.diffuseMaterial.uniforms[ "swirl" ].value = 1.0; this.diffuseMaterial.uniforms[ "drag" ].value = 1.0; this.diffuseMaterial.uniforms[ "burnRate" ].value = 0.0; }; this.swapTextures = function () { var swap = this.field0; this.field0 = this.field1; this.field1 = swap; }; this.saveRenderState = function ( renderer ) { this.savedRenderTarget = renderer.getRenderTarget(); this.savedXrEnabled = renderer.xr.enabled; this.savedShadowAutoUpdate = renderer.shadowMap.autoUpdate; this.savedAntialias = renderer.antialias; this.savedToneMapping = renderer.toneMapping; }; this.restoreRenderState = function ( renderer ) { renderer.xr.enabled = this.savedXrEnabled; renderer.shadowMap.autoUpdate = this.savedShadowAutoUpdate; renderer.setRenderTarget( this.savedRenderTarget ); renderer.antialias = this.savedAntialias; renderer.toneMapping = this.savedToneMapping; }; this.renderSource = function ( renderer ) { this.sourceMesh.visible = true; this.sourceMaterial.uniforms[ "densityMap" ].value = this.field0.texture; renderer.setRenderTarget( this.field1 ); renderer.render( this.fieldScene, this.orthoCamera ); this.sourceMesh.visible = false; this.swapTextures(); }; this.renderDiffuse = function ( renderer ) { this.diffuseMesh.visible = true; this.diffuseMaterial.uniforms[ "densityMap" ].value = this.field0.texture; renderer.setRenderTarget( this.field1 ); renderer.render( this.fieldScene, this.orthoCamera ); this.diffuseMesh.visible = false; this.swapTextures(); }; this.renderDrift = function ( renderer ) { this.driftMesh.visible = true; this.driftMaterial.uniforms[ "densityMap" ].value = this.field0.texture; renderer.setRenderTarget( this.field1 ); renderer.render( this.fieldScene, this.orthoCamera ); this.driftMesh.visible = false; this.swapTextures(); }; this.renderProject = function ( renderer ) { // Projection pass 1 this.projMesh1.visible = true; this.projMaterial1.uniforms[ "densityMap" ].value = this.field0.texture; renderer.setRenderTarget( this.fieldProj ); renderer.render( this.fieldScene, this.orthoCamera ); this.projMesh1.visible = false; this.projMaterial2.uniforms[ "densityMap" ].value = this.fieldProj.texture; // Projection pass 2 this.projMesh2.visible = true; for ( var i = 0; i < 20; i ++ ) { renderer.setRenderTarget( this.field1 ); renderer.render( this.fieldScene, this.orthoCamera ); var temp = this.field1; this.field1 = this.fieldProj; this.fieldProj = temp; this.projMaterial2.uniforms[ "densityMap" ].value = this.fieldProj.texture; } this.projMesh2.visible = false; this.projMaterial3.uniforms[ "densityMap" ].value = this.field0.texture; this.projMaterial3.uniforms[ "projMap" ].value = this.fieldProj.texture; // Projection pass 3 this.projMesh3.visible = true; renderer.setRenderTarget( this.field1 ); renderer.render( this.fieldScene, this.orthoCamera ); this.projMesh3.visible = false; this.swapTextures(); }; this.onBeforeRender = function ( renderer ) { var delta = this.clock.getDelta(); if ( delta > 0.1 ) { delta = 0.1; } var dt = delta * ( this.speed * 0.1 ); this.configShaders( dt ); this.saveRenderState( renderer ); renderer.xr.enabled = false; // Avoid camera modification and recursion renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows renderer.antialias = false; renderer.toneMapping = NoToneMapping; this.sourceMesh.visible = false; this.diffuseMesh.visible = false; this.driftMesh.visible = false; this.projMesh1.visible = false; this.projMesh2.visible = false; this.projMesh3.visible = false; this.renderSource( renderer ); this.clearDiffuse(); for ( var i = 0; i < 21; i ++ ) { this.renderDiffuse( renderer ); } this.configShaders( dt ); this.renderDiffuse( renderer ); this.renderDrift( renderer ); if ( this.massConservation ) { this.renderProject( renderer ); this.renderProject( renderer ); } // Final result out for coloring this.material.map = this.field1.texture; this.material.transparent = true; this.material.minFilter = LinearFilter, this.material.magFilter = LinearFilter, this.restoreRenderState( renderer ); }; }; Fire.prototype = Object.create( Mesh.prototype ); Fire.prototype.constructor = Fire; Fire.SourceShader = { uniforms: { 'sourceMap': { value: null }, 'densityMap': { value: null } }, vertexShader: [ 'varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );', ' gl_Position = projectionMatrix * mvPosition;', '}' ].join( "\n" ), fragmentShader: [ 'uniform sampler2D sourceMap;', 'uniform sampler2D densityMap;', 'varying vec2 vUv;', 'void main() {', ' vec4 source = texture2D( sourceMap, vUv );', ' vec4 current = texture2D( densityMap, vUv );', ' vec2 v0 = (current.gb - step(0.5, current.gb)) * 2.0;', ' vec2 v1 = (source.gb - step(0.5, source.gb)) * 2.0;', ' vec2 newVel = v0 + v1;', ' newVel = clamp(newVel, -0.99, 0.99);', ' newVel = newVel * 0.5 + step(0.0, -newVel);', ' float newDensity = source.r + current.a;', ' float newTemp = source.r + current.r;', ' newDensity = clamp(newDensity, 0.0, 1.0);', ' newTemp = clamp(newTemp, 0.0, 1.0);', ' gl_FragColor = vec4(newTemp, newVel.xy, newDensity);', '}' ].join( "\n" ) }; Fire.DiffuseShader = { uniforms: { 'oneOverWidth': { value: null }, 'oneOverHeight': { value: null }, 'diffuse': { value: null }, 'viscosity': { value: null }, 'expansion': { value: null }, 'swirl': { value: null }, 'drag': { value: null }, 'burnRate': { value: null }, 'densityMap': { value: null } }, vertexShader: [ 'varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );', ' gl_Position = projectionMatrix * mvPosition;', '}' ].join( "\n" ), fragmentShader: [ 'uniform float oneOverWidth;', 'uniform float oneOverHeight;', 'uniform float diffuse;', 'uniform float viscosity;', 'uniform float expansion;', 'uniform float swirl;', 'uniform float burnRate;', 'uniform float drag;', 'uniform sampler2D densityMap;', 'varying vec2 vUv;', 'void main() {', ' vec4 dC = texture2D( densityMap, vUv );', ' vec4 dL = texture2D( densityMap, vec2(vUv.x - oneOverWidth, vUv.y) );', ' vec4 dR = texture2D( densityMap, vec2(vUv.x + oneOverWidth, vUv.y) );', ' vec4 dU = texture2D( densityMap, vec2(vUv.x, vUv.y - oneOverHeight) );', ' vec4 dD = texture2D( densityMap, vec2(vUv.x, vUv.y + oneOverHeight) );', ' vec4 dUL = texture2D( densityMap, vec2(vUv.x - oneOverWidth, vUv.y - oneOverHeight) );', ' vec4 dUR = texture2D( densityMap, vec2(vUv.x + oneOverWidth, vUv.y - oneOverHeight) );', ' vec4 dDL = texture2D( densityMap, vec2(vUv.x - oneOverWidth, vUv.y + oneOverHeight) );', ' vec4 dDR = texture2D( densityMap, vec2(vUv.x + oneOverWidth, vUv.y + oneOverHeight) );', ' dC.yz = (dC.yz - step(0.5, dC.yz)) * 2.0;', ' dL.yz = (dL.yz - step(0.5, dL.yz)) * 2.0;', ' dR.yz = (dR.yz - step(0.5, dR.yz)) * 2.0;', ' dU.yz = (dU.yz - step(0.5, dU.yz)) * 2.0;', ' dD.yz = (dD.yz - step(0.5, dD.yz)) * 2.0;', ' dUL.yz = (dUL.yz - step(0.5, dUL.yz)) * 2.0;', ' dUR.yz = (dUR.yz - step(0.5, dUR.yz)) * 2.0;', ' dDL.yz = (dDL.yz - step(0.5, dDL.yz)) * 2.0;', ' dDR.yz = (dDR.yz - step(0.5, dDR.yz)) * 2.0;', ' vec4 result = (dC + vec4(diffuse, viscosity, viscosity, diffuse) * ( dL + dR + dU + dD + dUL + dUR + dDL + dDR )) / (1.0 + 8.0 * vec4(diffuse, viscosity, viscosity, diffuse)) - vec4(0.0, 0.0, 0.0, 0.001);', ' float temperature = result.r;', ' temperature = clamp(temperature - burnRate, 0.0, 1.0);', ' vec2 velocity = result.yz;', ' vec2 expansionVec = vec2(dL.w - dR.w, dU.w - dD.w);', ' vec2 swirlVec = vec2((dL.z - dR.z) * 0.5, (dU.y - dD.y) * 0.5);', ' velocity = velocity + (1.0 - expansion) * expansionVec + (1.0 - swirl) * swirlVec;', ' velocity = velocity - (1.0 - drag) * velocity;', ' gl_FragColor = vec4(temperature, velocity * 0.5 + step(0.0, -velocity), result.w);', ' gl_FragColor = gl_FragColor * step(oneOverWidth, vUv.x);', ' gl_FragColor = gl_FragColor * step(oneOverHeight, vUv.y);', ' gl_FragColor = gl_FragColor * step(vUv.x, 1.0 - oneOverWidth);', ' gl_FragColor = gl_FragColor * step(vUv.y, 1.0 - oneOverHeight);', '}' ].join( "\n" ) }; Fire.DriftShader = { uniforms: { 'oneOverWidth': { value: null }, 'oneOverHeight': { value: null }, 'windVector': { value: new Vector2( 0.0, 0.0 ) }, 'airSpeed': { value: null }, 'densityMap': { value: null } }, vertexShader: [ 'varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );', ' gl_Position = projectionMatrix * mvPosition;', '}' ].join( "\n" ), fragmentShader: [ 'uniform float oneOverWidth;', 'uniform float oneOverHeight;', 'uniform vec2 windVector;', 'uniform float airSpeed;', 'uniform sampler2D densityMap;', 'varying vec2 vUv;', 'void main() {', ' vec2 velocity = texture2D( densityMap, vUv ).gb;', ' velocity = (velocity - step(0.5, velocity)) * 2.0;', ' velocity = velocity + windVector;', ' vec2 sourcePos = vUv - airSpeed * vec2(oneOverWidth, oneOverHeight) * velocity;', ' vec2 units = sourcePos / vec2(oneOverWidth, oneOverHeight);', ' vec2 intPos = floor(units);', ' vec2 frac = units - intPos;', ' intPos = intPos * vec2(oneOverWidth, oneOverHeight);', ' vec4 dX0Y0 = texture2D( densityMap, intPos + vec2(0.0, -oneOverHeight) );', ' vec4 dX1Y0 = texture2D( densityMap, intPos + vec2(oneOverWidth, 0.0) );', ' vec4 dX0Y1 = texture2D( densityMap, intPos + vec2(0.0, oneOverHeight) );', ' vec4 dX1Y1 = texture2D( densityMap, intPos + vec2(oneOverWidth, oneOverHeight) );', ' dX0Y0.gb = (dX0Y0.gb - step(0.5, dX0Y0.gb)) * 2.0;', ' dX1Y0.gb = (dX1Y0.gb - step(0.5, dX1Y0.gb)) * 2.0;', ' dX0Y1.gb = (dX0Y1.gb - step(0.5, dX0Y1.gb)) * 2.0;', ' dX1Y1.gb = (dX1Y1.gb - step(0.5, dX1Y1.gb)) * 2.0;', ' vec4 source = mix(mix(dX0Y0, dX1Y0, frac.x), mix(dX0Y1, dX1Y1, frac.x), frac.y);', ' source.gb = source.gb * 0.5 + step(0.0, -source.gb);', ' gl_FragColor = source;', '}' ].join( "\n" ) }; Fire.ProjectionShader1 = { uniforms: { 'oneOverWidth': { value: null }, 'oneOverHeight': { value: null }, 'densityMap': { value: null } }, vertexShader: [ 'varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );', ' gl_Position = projectionMatrix * mvPosition;', '}' ].join( "\n" ), fragmentShader: [ 'uniform float oneOverWidth;', 'uniform float oneOverHeight;', 'uniform sampler2D densityMap;', 'varying vec2 vUv;', 'void main() {', ' float dL = texture2D( densityMap, vec2(vUv.x - oneOverWidth, vUv.y) ).g;', ' float dR = texture2D( densityMap, vec2(vUv.x + oneOverWidth, vUv.y) ).g;', ' float dU = texture2D( densityMap, vec2(vUv.x, vUv.y - oneOverHeight) ).b;', ' float dD = texture2D( densityMap, vec2(vUv.x, vUv.y + oneOverHeight) ).b;', ' dL = (dL - step(0.5, dL)) * 2.0;', ' dR = (dR - step(0.5, dR)) * 2.0;', ' dU = (dU - step(0.5, dU)) * 2.0;', ' dD = (dD - step(0.5, dD)) * 2.0;', ' float h = (oneOverWidth + oneOverHeight) * 0.5;', ' float div = -0.5 * h * (dR - dL + dD - dU);', ' gl_FragColor = vec4( 0.0, 0.0, div * 0.5 + step(0.0, -div), 0.0);', '}' ].join( "\n" ) }; Fire.ProjectionShader2 = { uniforms: { 'oneOverWidth': { value: null }, 'oneOverHeight': { value: null }, 'densityMap': { value: null } }, vertexShader: [ 'varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );', ' gl_Position = projectionMatrix * mvPosition;', '}' ].join( "\n" ), fragmentShader: [ 'uniform float oneOverWidth;', 'uniform float oneOverHeight;', 'uniform sampler2D densityMap;', 'varying vec2 vUv;', 'void main() {', ' float div = texture2D( densityMap, vUv ).b;', ' float pL = texture2D( densityMap, vec2(vUv.x - oneOverWidth, vUv.y) ).g;', ' float pR = texture2D( densityMap, vec2(vUv.x + oneOverWidth, vUv.y) ).g;', ' float pU = texture2D( densityMap, vec2(vUv.x, vUv.y - oneOverHeight) ).g;', ' float pD = texture2D( densityMap, vec2(vUv.x, vUv.y + oneOverHeight) ).g;', ' float divNorm = (div - step(0.5, div)) * 2.0;', ' pL = (pL - step(0.5, pL)) * 2.0;', ' pR = (pR - step(0.5, pR)) * 2.0;', ' pU = (pU - step(0.5, pU)) * 2.0;', ' pD = (pD - step(0.5, pD)) * 2.0;', ' float p = (divNorm + pR + pL + pD + pU) * 0.25;', ' gl_FragColor = vec4( 0.0, p * 0.5 + step(0.0, -p), div, 0.0);', '}' ].join( "\n" ) }; Fire.ProjectionShader3 = { uniforms: { 'oneOverWidth': { value: null }, 'oneOverHeight': { value: null }, 'densityMap': { value: null }, 'projMap': { value: null } }, vertexShader: [ 'varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );', ' gl_Position = projectionMatrix * mvPosition;', '}' ].join( "\n" ), fragmentShader: [ 'uniform float oneOverWidth;', 'uniform float oneOverHeight;', 'uniform sampler2D densityMap;', 'uniform sampler2D projMap;', 'varying vec2 vUv;', 'void main() {', ' vec4 orig = texture2D(densityMap, vUv);', ' float pL = texture2D( projMap, vec2(vUv.x - oneOverWidth, vUv.y) ).g;', ' float pR = texture2D( projMap, vec2(vUv.x + oneOverWidth, vUv.y) ).g;', ' float pU = texture2D( projMap, vec2(vUv.x, vUv.y - oneOverHeight) ).g;', ' float pD = texture2D( projMap, vec2(vUv.x, vUv.y + oneOverHeight) ).g;', ' float uNorm = (orig.g - step(0.5, orig.g)) * 2.0;', ' float vNorm = (orig.b - step(0.5, orig.b)) * 2.0;', ' pL = (pL - step(0.5, pL)) * 2.0;', ' pR = (pR - step(0.5, pR)) * 2.0;', ' pU = (pU - step(0.5, pU)) * 2.0;', ' pD = (pD - step(0.5, pD)) * 2.0;', ' float h = (oneOverWidth + oneOverHeight) * 0.5;', ' float u = uNorm - (0.5 * (pR - pL) / h);', ' float v = vNorm - (0.5 * (pD - pU) / h);', ' gl_FragColor = vec4( orig.r, u * 0.5 + step(0.0, -u), v * 0.5 + step(0.0, -v), orig.a);', '}' ].join( "\n" ) }; Fire.ColorShader = { uniforms: { 'color1': { value: null }, 'color2': { value: null }, 'color3': { value: null }, 'colorBias': { value: null }, 'densityMap': { value: null } }, vertexShader: [ 'varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );', ' gl_Position = projectionMatrix * mvPosition;', '}' ].join( "\n" ), fragmentShader: [ 'uniform vec3 color1;', 'uniform vec3 color2;', 'uniform vec3 color3;', 'uniform float colorBias;', 'uniform sampler2D densityMap;', 'varying vec2 vUv;', 'void main() {', ' float density = texture2D( densityMap, vUv ).a;', ' float temperature = texture2D( densityMap, vUv ).r;', ' float bias = clamp(colorBias, 0.0001, 0.9999);', ' vec3 blend1 = mix(color3, color2, temperature / bias) * (1.0 - step(bias, temperature));', ' vec3 blend2 = mix(color2, color1, (temperature - bias) / (1.0 - bias) ) * step(bias, temperature);', ' gl_FragColor = vec4(blend1 + blend2, density);', '}' ].join( "\n" ) }; Fire.DebugShader = { uniforms: { 'color1': { value: null }, 'color2': { value: null }, 'color3': { value: null }, 'colorBias': { value: null }, 'densityMap': { value: null } }, vertexShader: [ 'varying vec2 vUv;', 'void main() {', ' vUv = uv;', ' vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );', ' gl_Position = projectionMatrix * mvPosition;', '}' ].join( "\n" ), fragmentShader: [ 'uniform sampler2D densityMap;', 'varying vec2 vUv;', 'void main() {', ' float density;', ' density = texture2D( densityMap, vUv ).a;', ' vec2 vel = texture2D( densityMap, vUv ).gb;', ' vel = (vel - step(0.5, vel)) * 2.0;', ' float r = density;', ' float g = max(abs(vel.x), density * 0.5);', ' float b = max(abs(vel.y), density * 0.5);', ' float a = max(density * 0.5, max(abs(vel.x), abs(vel.y)));', ' gl_FragColor = vec4(r, g, b, a);', '}' ].join( "\n" ) }; export { Fire };