Fireworks
Add shader to a ColorRect or Sprite. See it in motion in the screenshot below.
This shader is made and contributed by, Tsar333.
Shader code
// Fireworks shader
// Based on shadertoy shader by Martijn Steinrucken aka BigWings - 2015
// (https://www.shadertoy.com/view/lscGRl)
shader_type canvas_item;
uniform float PI = 3.141592653589793238;
uniform float TWOPI = 6.283185307179586 ;
uniform float NUM_EXPLOSIONS = 8.0;
uniform float NUM_PARTICLES = 70.0;
// Noise functions by Dave Hoskins
uniform vec3 MOD3 = vec3(0.1031,0.11369,0.13787);
vec3 hash31(float p) {
vec3 p3 = fract(vec3(p) * MOD3);
p3 += dot(p3, p3.yzx + 19.19);
return fract(vec3((p3.x + p3.y)*p3.z, (p3.x+p3.z)*p3.y, (p3.y+p3.z)*p3.x));
}
float hash12(vec2 p) // attention changement vec2 p en vec3
{
vec3 p3 = fract(vec3(p.xy, 0.0) * MOD3);
p3 += dot(p3, p3.yzx + 19.19);
return fract((p3.x + p3.y) * p3.z);
}
float circ(vec2 uv, vec2 pos, float size) {
uv -= pos;
size *= size;
return smoothstep(size*1.1, size, dot(uv, uv));
}
float lighter(vec2 uv, vec2 pos, float size) {
uv -= pos;
size *= size;
return size/dot(uv, uv);
}
vec3 explosion(vec2 uv, vec2 p, float seed, float t) {
vec3 col = vec3(0.);
vec3 en = hash31(seed);
vec3 baseCol = en;
for(float i=0.; i<NUM_PARTICLES; i++) {
vec3 n = hash31(i)-.5;
vec2 startP = p-vec2(0., t*t*.1);
vec2 endP = startP+normalize(n.xy)*n.z;
float pt = 1.-pow(t-1., 2.);
vec2 pos = mix(p, endP, pt);
float size = mix(.01, .005, smoothstep(0., .1, pt));
size *= smoothstep(1., .1, pt);
float sparkle = (sin((pt+n.z)*100.)*.5+.5);
sparkle = pow(sparkle, pow(en.x, 3.)*50.)*mix(0.01, .01, en.y*n.y);
float B = smoothstep(en.x-en.z, en.x+en.z, t)*smoothstep(en.y+en.z, en.y-en.z, t);
size += sparkle*B;
col += baseCol*lighter(uv, pos, size);
}
return col;
}
void fragment() {
vec2 iResolution = vec2(1024,600);
vec2 uv = FRAGCOORD.xy / iResolution.xy;
uv.x -= .5;
uv.x *= iResolution.x/iResolution.y;
float n = hash12(uv+10.0);
float t = TIME*.5;
vec3 c = vec3(0.);
for(float i=0.; i<NUM_EXPLOSIONS; i++) {
float et = t+i*1234.45235;
float id = floor(et);
et -= id;
vec2 p = hash31(id).xy;
p.x -= .5;
p.x *= 1.6;
c += explosion(uv, p, id, et);
}
float alpha = 1.0;
// if (c.x < 0.2){alpha=0.0;}
COLOR = vec4(c, alpha);
}
nice work! any ideas how this could be optimized for mobile usage please?