/** * @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 * */ THREE.Fire = function ( geometry, options ) { THREE.Mesh.call( this, geometry ); this.type = 'Fire'; var scope = this; this.clock = new THREE.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 THREE.Color( 0xffffff ); this.color2 = options.color2 || new THREE.Color( 0xffa000 ); this.color3 = options.color3 || new THREE.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 THREE.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++ ) { 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) { 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: THREE.NearestFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat, depthBuffer: false, stencilBuffer: false }; this.field0 = new THREE.WebGLRenderTarget( textureWidth, textureHeight, parameters ); this.field0.background = new THREE.Color( 0x000000 ); this.field1 = new THREE.WebGLRenderTarget( textureWidth, textureHeight, parameters ); this.field0.background = new THREE.Color( 0x000000 ); this.fieldProj = new THREE.WebGLRenderTarget( textureWidth, textureHeight, parameters ); this.field0.background = new THREE.Color( 0x000000 ); if ( ! THREE.Math.isPowerOfTwo( textureWidth ) || ! THREE.Math.isPowerOfTwo( textureHeight ) ) { this.field0.texture.generateMipmaps = false; this.field1.texture.generateMipmaps = false; this.fieldProj.texture.generateMipmaps = false; } this.fieldScene = new THREE.Scene(); this.fieldScene.background = new THREE.Color( 0x000000 ); this.orthoCamera = new THREE.OrthographicCamera( textureWidth / -2, textureWidth / 2, textureHeight / 2, textureHeight / -2, 1, 2 ); this.orthoCamera.position.z = 1; this.fieldGeometry = new THREE.PlaneGeometry(textureWidth, textureHeight); this.internalSource = new THREE.DataTexture( this.sourceData, textureWidth, textureHeight, THREE.RGBAFormat ); // Source Shader var shader = THREE.Fire.SourceShader; this.sourceMaterial = new THREE.ShaderMaterial( { uniforms: shader.uniforms, vertexShader: shader.vertexShader, fragmentShader: shader.fragmentShader, transparent: false } ); this.clearSources(); this.sourceMesh = new THREE.Mesh( this.fieldGeometry, this.sourceMaterial ); this.fieldScene.add(this.sourceMesh); // Diffuse Shader var shader = THREE.Fire.DiffuseShader; this.diffuseMaterial = new THREE.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 THREE.Mesh( this.fieldGeometry, this.diffuseMaterial ); this.fieldScene.add(this.diffuseMesh); // Drift Shader shader = THREE.Fire.DriftShader; this.driftMaterial = new THREE.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 THREE.Mesh( this.fieldGeometry, this.driftMaterial ); this.fieldScene.add(this.driftMesh); // Projection Shader 1 shader = THREE.Fire.ProjectionShader1; this.projMaterial1 = new THREE.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 THREE.Mesh( this.fieldGeometry, this.projMaterial1 ); this.fieldScene.add(this.projMesh1); // Projection Shader 2 shader = THREE.Fire.ProjectionShader2; this.projMaterial2 = new THREE.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 THREE.Mesh( this.fieldGeometry, this.projMaterial2 ); this.fieldScene.add(this.projMesh2); // Projection Shader 3 shader = THREE.Fire.ProjectionShader3; this.projMaterial3 = new THREE.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 THREE.Mesh( this.fieldGeometry, this.projMaterial3 ); this.fieldScene.add(this.projMesh3); // Color Shader if (debug) { shader = THREE.Fire.DebugShader; } else { shader = THREE.Fire.ColorShader; } this.material = new THREE.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.savedVrEnabled = renderer.vr.enabled; this.savedShadowAutoUpdate = renderer.shadowMap.autoUpdate; this.savedAntialias = renderer.antialias; this.savedToneMapping = renderer.toneMapping; } this.restoreRenderState = function(renderer) { renderer.vr.enabled = this.savedVrEnabled; 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.render( this.fieldScene, this.orthoCamera, this.field1); this.sourceMesh.visible = false; this.swapTextures(); } this.renderDiffuse = function(renderer) { this.diffuseMesh.visible = true; this.diffuseMaterial.uniforms.densityMap.value = this.field0.texture; renderer.render( this.fieldScene, this.orthoCamera, this.field1); this.diffuseMesh.visible = false; this.swapTextures(); } this.renderDrift = function(renderer) { this.driftMesh.visible = true; this.driftMaterial.uniforms.densityMap.value = this.field0.texture; renderer.render( this.fieldScene, this.orthoCamera, this.field1); 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.render( this.fieldScene, this.orthoCamera, this.fieldProj); 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.render( this.fieldScene, this.orthoCamera, this.field1); 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.render( this.fieldScene, this.orthoCamera, this.field1); this.projMesh3.visible = false; this.swapTextures(); } this.onBeforeRender = function ( renderer, scene, camera ) { 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.vr.enabled = false; // Avoid camera modification and recursion renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows renderer.antialias = false; renderer.toneMapping = THREE.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 = THREE.LinearFilter, this.material.magFilter = THREE.LinearFilter, this.restoreRenderState(renderer); } } THREE.Fire.prototype = Object.create( THREE.Mesh.prototype ); THREE.Fire.prototype.constructor = THREE.Fire; THREE.Fire.SourceShader = { uniforms: { 'sourceMap': { type: 't', value: null }, 'densityMap': { type: 't', 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") } THREE.Fire.DiffuseShader = { uniforms: { 'oneOverWidth': { type: 'f', value: null }, 'oneOverHeight': { type: 'f', value: null }, 'diffuse': { type: 'f', value: null }, 'viscosity': { type: 'f', value: null }, 'expansion': { type: 'f', value: null }, 'swirl': { type: 'f', value: null }, 'drag': { type: 'f', value: null }, 'burnRate': { type: 'f', value: null }, 'densityMap': { type: 't', 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") } THREE.Fire.DriftShader = { uniforms: { 'oneOverWidth': { type: 'f', value: null }, 'oneOverHeight': { type: 'f', value: null }, 'windVector': { type: 'v2', value: new THREE.Vector2(0.0, 0.0) }, 'airSpeed': { type: 'f', value: null }, 'densityMap': { type: 't', 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") } THREE.Fire.ProjectionShader1 = { uniforms: { 'oneOverWidth': { type: 'f', value: null }, 'oneOverHeight': { type: 'f', value: null }, 'densityMap': { type: 't', 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") } THREE.Fire.ProjectionShader2 = { uniforms: { 'oneOverWidth': { type: 'f', value: null }, 'oneOverHeight': { type: 'f', value: null }, 'densityMap': { type: 't', 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") } THREE.Fire.ProjectionShader3 = { uniforms: { 'oneOverWidth': { type: 'f', value: null }, 'oneOverHeight': { type: 'f', value: null }, 'densityMap': { type: 't', value: null }, 'projMap': { type: 't', 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") } THREE.Fire.ColorShader = { uniforms: { 'color1': { type: 'c', value: null }, 'color2': { type: 'c', value: null }, 'color3': { type: 'c', value: null }, 'colorBias': { type: 'f', value: null }, 'densityMap': { type: 't', 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") } THREE.Fire.DebugShader = { uniforms: { 'color1': { type: 'c', value: null }, 'color2': { type: 'c', value: null }, 'color3': { type: 'c', value: null }, 'colorBias': { type: 'f', value: null }, 'densityMap': { type: 't', 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") }