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18 changes: 9 additions & 9 deletions assets/shaders/brimstone_badge.fs
Original file line number Diff line number Diff line change
Expand Up @@ -105,7 +105,7 @@ vec4 effect( vec4 colour, Image texture, vec2 texture_coords, vec2 screen_coords

float t = 1543.1954 + brimstone_badge.y * 0.32151;

float scale_const = 10;
float scale_const = 10.0;

float cx = uv.x * scale_const * 0.45;
float cy = uv.y * scale_const * 1.5;
Expand All @@ -115,19 +115,19 @@ vec4 effect( vec4 colour, Image texture, vec2 texture_coords, vec2 screen_coords

hsl.x = 0.99;
hsl.y = 0.9;
hsl.z = 0;
hsl.z = 0.0;

//float pulse = pow(2 * abs(pow(mod(-0.16 * cy - 0.15 * t - sin(5.2 * cx + 0.3 * t)/2 - sin(12.3 * cx + 0.11 * t)/5, 1), 2) - 0.5), 2);

float flame1 = pow((sin(1.11 * cx - sin(1.11 * t))), 2) + pow((sin(1.11 * cy + 1.00 * t - sin(7 * t + 1.2 * cx))), 2);
float flame2 = pow((sin(2.10 * cx - sin(0.40 * t))), 2) + pow((sin(3.04 * cy + 2.41 * t - sin(-7 * t + 2 * cx))), 2);
float flame3 = pow((sin(6.14 * cx - sin(2.40 * t))), 2) + pow((sin(2.14 * cy + 3.41 * t)), 2);
float flame1 = pow((sin(1.11 * cx - sin(1.11 * t))), 2.0) + pow((sin(1.11 * cy + 1.00 * t - sin(7.0 * t + 1.2 * cx))), 2.0);
float flame2 = pow((sin(2.10 * cx - sin(0.40 * t))), 2.0) + pow((sin(3.04 * cy + 2.41 * t - sin(-7.0 * t + 2.0 * cx))), 2.0);
float flame3 = pow((sin(6.14 * cx - sin(2.40 * t))), 2.0) + pow((sin(2.14 * cy + 3.41 * t)), 2.0);
//float flame4 = max(0, pow((sin(44.1 * cx - sin(4.77 * t))), 2) + pow((sin(0.66 * cy + 9.14 * t - sin(1.23 * t + cx))), 2));

float flamebundle = (- flame1 * flame2 - flame1 * flame3 + flame2 * flame3)/4;
float flamebundle = (- flame1 * flame2 - flame1 * flame3 + flame2 * flame3)/4.0;

hsl.z += (1.2 * flame1 + 1.1 * flame2 + 0.7 * flame3 + flamebundle)/4;// * pulse;
hsl.x -= flamebundle/7;
hsl.z += (1.2 * flame1 + 1.1 * flame2 + 0.7 * flame3 + flamebundle)/4.0;// * pulse;
hsl.x -= flamebundle/7.0;

//hsl.z = pow(hsl.z, 2)/(pow(hsl.z, 2) + 1);

Expand All @@ -144,5 +144,5 @@ vec4 effect( vec4 colour, Image texture, vec2 texture_coords, vec2 screen_coords
//rgb.b += flame2;
//rgb.g += flame3;

return vec4(rgb.r, rgb.g, rgb.b, 1);
return vec4(rgb.r, rgb.g, rgb.b, 1.0);
}