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✎ Fire Shader
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Vertex Shader
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attribute vec2 a_position; void main() { gl_Position = vec4(a_position, 0.0, 1.0); }
Fragment Shader
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precision mediump float; uniform float u_time; uniform vec2 u_resolution; uniform vec2 u_mouseNorm; uniform float u_audioVolume; float hash(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453); } float noise(vec2 p) { vec2 i = floor(p), f = fract(p); f = f*f*(3.0-2.0*f); return mix(mix(hash(i), hash(i+vec2(1.0,0.0)), f.x), mix(hash(i+vec2(0.0,1.0)), hash(i+vec2(1.0,1.0)), f.x), f.y); } void main() { vec2 uv = gl_FragCoord.xy / u_resolution.xy; float t = u_time; vec2 p = uv * vec2(3.0, 4.0); p.y += t * 0.8; float n = noise(p) + noise(p * 2.0) * 0.5 + noise(p * 4.0) * 0.25; float fire = smoothstep(0.4, 0.8, n) * (1.0 - uv.y); fire += u_audioVolume * 0.2 * (1.0 - uv.y); vec3 col = vec3(0.0); col = mix(col, vec3(0.8, 0.1, 0.0), smoothstep(0.0, 0.3, fire)); col = mix(col, vec3(1.0, 0.5, 0.0), smoothstep(0.3, 0.6, fire)); col = mix(col, vec3(1.0, 0.9, 0.3), smoothstep(0.6, 1.0, fire)); float smoke = smoothstep(0.3, 0.7, n) * uv.y * 0.3; col += vec3(0.1, 0.1, 0.15) * smoke; float mouseDist = length(uv - u_mouseNorm); col += vec3(1.0, 0.5, 0.0) * smoothstep(0.2, 0.0, mouseDist) * 0.5; gl_FragColor = vec4(col, 1.0); }
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