// // Fragment shader for producing a turbulent fire effect // // Author: Randi Rost // // Copyright (c) 2002-2005 3Dlabs Inc. Ltd. // // See 3Dlabs-License.txt for license information // varying float LightIntensity; varying vec3 MCposition; uniform sampler3D Noise; uniform vec3 Color1; // (0.8, 0.7, 0.0) uniform vec3 Color2; // (0.6, 0.1, 0.0) uniform float NoiseScale; // 1.2 void main() { vec4 noisevec = texture3D(Noise, MCposition * NoiseScale); float intensity = abs(noisevec[0] - 0.25) + abs(noisevec[1] - 0.125) + abs(noisevec[2] - 0.0625) + abs(noisevec[3] - 0.03125); intensity = clamp(intensity * 6.0, 0.0, 1.0); vec3 color = mix(Color1, Color2, intensity) * LightIntensity; gl_FragColor = vec4(color, 1.0); }