PIXI.FireFilter = function(width, height, texture) { PIXI.AbstractFilter.call( this ); this.passes = [this]; var d = new Date(); var dates = [ d.getFullYear(), // the year (four digits) d.getMonth(), // the month (from 0-11) d.getDate(), // the day of the month (from 1-31) d.getHours()*60.0*60 + d.getMinutes()*60 + d.getSeconds() ]; this.uniforms = { resolution: { type: 'f2', value: { x: width, y: height }}, mouse: { type: 'f2', value: { x: 0, y: 0 }}, time: { type: 'f', value: 1 } }; // http://glsl.heroku.com/e#11707.0 // Heroku shader conversion this.fragmentSrc = [ "#ifdef GL_ES", "precision mediump float;", "#endif", "uniform float time;", "uniform vec2 mouse;", "uniform vec2 resolution;", "vec3 iResolution = vec3(resolution.x,resolution.y,100.);", "vec4 iMouse = vec4(mouse.x,mouse.y,5.,5.);", "float iGlobalTime = time;", "uniform sampler2D iChannel0;", "// by @301z", "float rand(vec2 n) {", "return fract(cos(dot(n, vec2(12.9898, 4.1414))) * 43758.5453);", "}", "// Genera ruido en función de las coordenadas del pixel", "float noise(vec2 n) {", "const vec2 d = vec2(0.0, 1.0);", "vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n));", "return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);", "}", "// Fractional Brownian Amplitude. Suma varias capas de ruido.", "float fbm(vec2 n) {", "float total = 0.0, amplitude = 1.0;", "for (int i = 0; i < 4; i++) {", "total += noise(n) * amplitude;", "n += n;", "amplitude *= 0.5;", "}", "return total;", "}", "void main() {", "// Colores", "const vec3 c1 = vec3(0.5, 0.0, 0.1); // Rojo oscuro.", "const vec3 c2 = vec3(0.9, 0.0, 0.0); // Rojo claro.", "const vec3 c3 = vec3(0.2, 0.0, 0.0); // Rojo oscuro.", "const vec3 c4 = vec3(1.0, 0.9, 0.0); // Amarillo.", "const vec3 c5 = vec3(0.1); // Gris oscuro.", "const vec3 c6 = vec3(0.9); // Gris claro.", "vec2 p = gl_FragCoord.xy * 8.0 / iResolution.xx; // Desfasa las coordenadas para que haya más cambio de un resultado a los colindantes.", "float q = fbm(p - iGlobalTime * 0.1); // Ruido con offset para el movimiento.", "vec2 r = vec2(fbm(p + q + iGlobalTime * 0.7 - p.x - p.y), fbm(p + q - iGlobalTime * 0.4));", "vec3 c = mix(c1, c2, fbm(p + r)) + mix(c3, c4, r.x) - mix(c5, c6, r.y);", "gl_FragColor = vec4(c *", "cos(1.57 * gl_FragCoord.y / iResolution.y), // Gradiente más ocuro arriba.", "1.0);", "}"]; } PIXI.FireFilter.prototype = Object.create( PIXI.AbstractFilter.prototype ); PIXI.FireFilter.prototype.constructor = PIXI.FireFilter; Object.defineProperty(PIXI.FireFilter.prototype, 'iGlobalTime', { get: function() { return this.uniforms.time.value; }, set: function(value) { this.uniforms.time.value = value; } });