[2D]Fireworks ver 2.1

。Opening

A fireworks obviously :3.

一個煙火著色器。

 

。Change Log

-ver 1.2 add

add a s11, s33, Praticle_num, Range, TimeStep, and ShneyMagnitude option. Delete one option s00. Also, to rebuild the code logic.

ver1.2 更新

加入了 s11, s33, 粒子數(Praticle_num), 生成範圍(Range), 時間間隔(TimeStep) 和 閃爍亮度(ShneyMagnitude) 選項並刪除s00。且重建程式邏輯。

 

-ver 1.1

add a gravity option.

ver1.1 更新

加入了重力(gravity)選項。

 

Shader code
shader_type canvas_item;

uniform float s11 : hint_range(0.01, 1.0, 0.001) = 0.8;
uniform float s33 : hint_range(0.0, 1.0, 0.001) = .13;
uniform float s55 : hint_range(0.0, 1.0, 0.001) = .16;
uniform float s77 : hint_range(0.0, 10.0, 0.001) = .9;
uniform float s99 : hint_range(0.0, 100.0, 0.001) = 6.5;

uniform int Praticle_num : hint_range(0, 100, 1) = 30;

uniform float Range : hint_range(0.1, 1.0, 0.01) = .75;
uniform float speed : hint_range(0.1, 100.0, 0.01) = 2.;
uniform float gravity : hint_range(0.1, 5.0, 0.001) = .5;
uniform int TimeStep : hint_range(1, 10, 1) = 2;

uniform float ShneyMagnitude: hint_range(0.01, 10.0, 0.01) = 1.;

float randomseed (in float _st) {
	return fract(cos(_st*12.9898)*43758.5453123);
}

vec4 boom(int c, vec2 suv, float t) {

	vec4 COL = vec4(0.);

	for (int i = 0; i < Praticle_num; i++) {

		//float ox1 = mod(randomseed(float(i)*7.),1.);
		//float ox2 = mod(randomseed(float(i)*67.),1.);

		float ofx1 = (0.5 - randomseed(float(i + c*Praticle_num + 1)*7.325))*0.5;
		float ofx2 = (0.5 - randomseed(float(i + c/Praticle_num + 3)*17.688))*0.5;
		float theta = atan(ofx1, ofx2);
		float mt = pow(t*7.,s11);

		float x1 = sin(theta)*(pow(mt,1.) + randomseed(float(i/3)*7.)*0.5);
		float x2 = cos(theta)*(pow(mt,1.) + randomseed(float(i/3)*12.)*0.5);
		x2 += distance(vec2(x1 + ofx1, x2 + ofx2), vec2(ofx1, ofx2))*gravity;

		float v2 = (1./(TAU))*exp(-((pow(x1 - ofx1,2.)+pow(x2 + ofx2,2.))/(2.*ShneyMagnitude)))*s77;
		float v = max(1. - pow(distance(vec2(x1 + ofx1, x2 + ofx2), vec2(suv.x + ofx1, suv.y + ofx2)*s99)*s77, s55),0.) + v2*s33;
		float o = v;
		float f = 0.;

		if (c == 0) {
			COL += vec4(o,f,f,v);
		} else if (c - 1 == 0) {
			COL += vec4(f,o,f,v);
		} else if (c - 2 == 0) {
			COL += vec4(f,f,o,v);
		} else if (c - 3 == 0) {
			COL += vec4(o,o,f,v);
		} else if (c - 4 == 0) {
			COL += vec4(f,o,o,v);
		} else if (c - 5 == 0) {
			COL += vec4(o,f,o,v);
		} else {
			COL += vec4(o,o,o,v);
		}

		//COL.a += (0.5 - randomseed(float(i*7 + 3)+TIME*0.0002))*0.00007;
	}
	
	return COL;
}

bool inrange (in vec2 v1, in vec2 v2, in float r) {

	return ((v1.y <= v2.y + r && v1.y >= v2.y - r) && (v1.x <= v2.x + r && v1.x >= v2.x - r));
}

void fragment() {

	vec2 suv = (UV - 0.5)*2.;

	COLOR = vec4(0.);

	for (int j = 0; j < 6; j++) {

		float timestep = float(TimeStep)*speed;
		float td = 6.*float(j)/timestep + TIME*speed;
		float tf = td/timestep;

		float mt = mod(td, timestep);
		vec2 duv = suv + Range*(1. - vec2(randomseed(float(j)*37. + floor(tf)), randomseed(float(j)*17. + floor(tf)))*2.);
		COLOR += boom(j, duv, mt);
	}
}

Tags
fireworks
The shader code and all code snippets in this post are under CC0 license and can be used freely without the author's permission. Images and videos, and assets depicted in those, do not fall under this license. For more info, see our License terms.

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