Shadertoy Flame

Blinking Star

reference

../../_images/001-noise-star.png
float noise(vec3 p) {
    vec3 i = floor(p);
    vec4 a = dot(i, vec3(1., 57., 21.)) + vec4(0., 57., 21., 78.);
    vec3 f = cos((p-i)*acos(-1.))*(-.5)+.5;
    a = mix(sin(cos(a)*a),sin(cos(1.+a)*(1.+a)), f.x);
    a.xy = mix(a.xz, a.yw, f.y);
    return mix(a.x, a.y, f.z);
}

float sphere(vec3 p, vec4 spr) {
    return length(spr.xyz-p) - spr.w;
}

float flame(vec3 p) {
    float d = sphere(p, vec4(-0.460, -1.0, 0.0, 1.));
    return d + (noise(p+vec3(.0,iTime*2.,.0)) + noise(p*3.)*.5)*.25*(p.y) ;
}

void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
    vec4 p = 1.5 - vec4(flame(vec3(abs(fragCoord - vec2(320., 180)), 0.) / 500.0));
    float glow = p.w;
    vec4 col = mix(vec4(1.,.5,.1,1.), vec4(0.1,.5,1.,1.), p.y*.02+.4);
    fragColor = mix(vec4(0.), col, pow(glow * .75, 8.));
}

Lesser Raymarch Flame

../../_images/002-flame-lesser-raymartch.png ../../_images/002-flame-particles.png
float noise(vec3 p) {
    vec3 i = floor(p);
    vec4 a = dot(i, vec3(1., 57., 21.)) + vec4(0., 57., 21., 78.);
    vec3 f = cos((p-i)*acos(-1.))*(-.5)+.5;
    a = mix(sin(cos(a)*a),sin(cos(1.+a)*(1.+a)), f.x);
    a.xy = mix(a.xz, a.yw, f.y);
    return mix(a.x, a.y, f.z * 2.);
}

float sphere(vec3 p, vec4 spr) {
    return length(spr.xyz-p) - spr.w;
}

float flame(vec3 p) {
    float d = sphere(p*vec3(1.,.5,1.), vec4(.0,-1.,.0,1.));
    // effect 1:
    // return d + (noise(p + vec3(.0,iTime * 0.2, .0)) + noise(p * 3.) * .15) * .25 * (p.y) ;
    // effect 2:
    return d + (noise(p + vec3(.0,iTime * 0.2, .0)) + noise(p * 13.) * 2.15) * .25 * (p.y) ;
}

float scene(vec3 p) {
    return min(100.-length(p) , abs(flame(p)) );
}

vec4 raymarch(vec3 org, vec3 dir) {
    float d = 0.0, glow = 0.0, eps = 0.02;  // eps can affect border significantly
    vec3  p = org;
    bool glowed = false;

    for(int i=0; i<16; i++)    {
        d = scene(p) + eps;
        p += d * dir;
        if( d > eps ) {
            if(flame(p) < .0)
                glowed=true;
            if(glowed)
                glow = float(i)/12.;  // it's essential that max(glow) > 1.
        }else break;
    }
    return vec4(p, pow(glow - 0.42, 1.5));
}

void mainImage( out vec4 fragColor, in vec2 fragCoord ){
    vec2 v = -1.0 + 2.0 * fragCoord.xy / iResolution.xy;
    v.x *= iResolution.x/iResolution.y;

    vec3 org = vec3(0., -2., 4.);
    vec3 dir = normalize(vec3(v.x*1.6, -v.y, -1.5));

    vec4 p = raymarch(org, dir);
    float glow = p.w;

    vec4 col = mix(vec4(0.1,.05,.1,0.1), vec4(0.1,.5,0.,0.1), p.y * .008 + .04);
    fragColor = mix(vec4(0.), col, pow(glow*2.,4.));
}