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- uniform float u_glowLengthTS;
- uniform float u_radiusTS;
- varying vec2 v_textureCoordinates;
- vec2 rotate(vec2 p, vec2 direction)
- {
- return vec2(p.x * direction.x - p.y * direction.y, p.x * direction.y + p.y * direction.x);
- }
- vec4 addBurst(vec2 position, vec2 direction)
- {
- vec2 rotatedPosition = rotate(position, direction) * vec2(25.0, 0.75);
- float radius = length(rotatedPosition);
- float burst = 1.0 - smoothstep(0.0, 0.55, radius);
- return vec4(burst);
- }
- void main()
- {
- vec2 position = v_textureCoordinates - vec2(0.5);
- float radius = length(position);
- float surface = step(radius, u_radiusTS);
- vec4 color = vec4(1.0, 1.0, surface + 0.2, surface);
- float glow = 1.0 - smoothstep(0.0, 0.55, radius);
- color.ba += mix(vec2(0.0), vec2(1.0), glow) * 0.75;
- vec4 burst = vec4(0.0);
- // The following loop has been manually unrolled for speed, to
- // avoid sin() and cos().
- //
- //for (float i = 0.4; i < 3.2; i += 1.047) {
- // vec2 direction = vec2(sin(i), cos(i));
- // burst += 0.4 * addBurst(position, direction);
- //
- // direction = vec2(sin(i - 0.08), cos(i - 0.08));
- // burst += 0.3 * addBurst(position, direction);
- //}
- burst += 0.4 * addBurst(position, vec2(0.38942, 0.92106)); // angle == 0.4
- burst += 0.4 * addBurst(position, vec2(0.99235, 0.12348)); // angle == 0.4 + 1.047
- burst += 0.4 * addBurst(position, vec2(0.60327, -0.79754)); // angle == 0.4 + 1.047 * 2.0
- burst += 0.3 * addBurst(position, vec2(0.31457, 0.94924)); // angle == 0.4 - 0.08
- burst += 0.3 * addBurst(position, vec2(0.97931, 0.20239)); // angle == 0.4 + 1.047 - 0.08
- burst += 0.3 * addBurst(position, vec2(0.66507, -0.74678)); // angle == 0.4 + 1.047 * 2.0 - 0.08
- // End of manual loop unrolling.
- color += clamp(burst, vec4(0.0), vec4(1.0)) * 0.15;
-
- gl_FragColor = clamp(color, vec4(0.0), vec4(1.0));
- }
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