Fire Distortion

This is my fire shader. There are many like it, but this is mine.

This fire shader uses 3 noise textures and a color gradiant of your choice in order to produce both the fire and the screen warping.

Shader code
// Copyright Nathanael C. Fritz 2024
// LICENSE MIT

shader_type canvas_item;

// warping and blending textures, Simplex Smooth noise
uniform sampler2D flame1_texture: repeat_enable;
uniform sampler2D flame2_texture: repeat_enable;
uniform sampler2D flame3_texture: repeat_enable;
// flame color gradient. Use a GradientTexture1D
uniform sampler2D color_gradient;
// for capturing the screen
uniform sampler2D screen_texture: hint_screen_texture, filter_linear_mipmap;

vec4 blend_screen(vec4 base, vec4 blend){
	return 1.0 - (1.0 - base) * (1.0 - blend);
}

void fragment() {
	// scrolling vectors for 3 flame textures
	vec2 f1_uv = vec2(UV.x - TIME * 0.3, UV.y + TIME * 0.1);
	vec2 f2_uv = vec2(UV.x + TIME * 0.3, UV.y + TIME * 0.1);
	// gives our upward feeling
	vec2 f3_uv = vec2(UV.x, UV.y + TIME * 0.8);

	// calculate a flame distortion effect using 2 of the textures
	// sped up a bit from the samping
	float warp1 =  texture(flame1_texture, f1_uv * 2.1).r;
	float warp2 =  texture(flame2_texture, f2_uv * 2.1).r;
	// we only warp on the X axis as warping effectively in
	// other directions would require more data
	vec2 warp = vec2( warp1 - warp2, 0.0) * 0.05;

	// sample our flame noise textures
	float flame1_sample = texture(flame1_texture, f1_uv).r;
	float flame2_sample = texture(flame2_texture, f2_uv).r;
	float flame3_sample = texture(flame3_texture, f3_uv + warp).r;

	// Fire shape. Could use a texture instead
	// Half oval from bottom middle
	float shape_fade = 1.0 - sqrt(pow(UV.x - 0.5, 2.0) + pow(UV.y - 1.0, 2.0) * 0.2) * 2.0;

	// blend all of our flame samples together, giving more weight to the texture moving up
	float flame = ((flame1_sample + flame2_sample + flame3_sample * 1.5) / 3.5) * shape_fade;

	// give us a 1 or 0 to cut off the flame
	float alpha = step(0.12, flame);
	// slight larger cut off for warping effect
	float warp_alpha = smoothstep(0.0, 0.25, flame) * 0.7;

	// sample our background, including warping within the warp_alpha
	vec3 screen = texture(screen_texture, SCREEN_UV + warp * warp_alpha).rgb;
	// get a color by applying the color gradient to the flame
	vec3 color = texture(color_gradient, vec2(flame, 0.0)).rgb * flame * 3.5;

	// blend the colors with the screen
	// our mix applies the screen straight where our flame isn't
	// otherwise we use a screen style color blend
	COLOR = mix(vec4(screen, 1.0), blend_screen(vec4(screen, 1.0), vec4(color, 1.0)), alpha);
}
Tags
distortion, fire, flame
The shader code and all code snippets in this post are under MIT license and can be used freely. Images and videos, and assets depicted in those, do not fall under this license. For more info, see our License terms.

More from fritzy

Ice Covering

Connected Circles

Frosted Glass

Related shaders

Chromatic Chaos Distortion (Godot4)

Chromatic Chaos Distortion

Distortion based on noise + texture

Subscribe
Notify of
guest

1 Comment
Oldest
Newest Most Voted
Inline Feedbacks
View all comments
reid
21 days ago

cool