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116
ghostty-shaders/fireworks.glsl
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116
ghostty-shaders/fireworks.glsl
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// This Ghostty shader is a port of https://www.shadertoy.com/view/lscGRl
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// "Fireworks" by Martijn Steinrucken aka BigWings - 2015
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// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
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// Email:countfrolic@gmail.com Twitter:@The_ArtOfCode
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#define BLACK_BLEND_THRESHOLD .4
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#define PI 3.141592653589793238
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#define TWOPI 6.283185307179586
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#define S(x,y,z) smoothstep(x,y,z)
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#define B(x,y,z,w) S(x-z, x+z, w)*S(y+z, y-z, w)
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#define saturate(x) clamp(x,0.,1.)
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#define NUM_EXPLOSIONS 3.
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#define NUM_PARTICLES 42.
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// Noise functions by Dave Hoskins
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#define MOD3 vec3(.1031,.11369,.13787)
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vec3 hash31(float p) {
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vec3 p3 = fract(vec3(p) * MOD3);
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p3 += dot(p3, p3.yzx + 19.19);
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return fract(vec3((p3.x + p3.y) * p3.z, (p3.x + p3.z) * p3.y, (p3.y + p3.z) * p3.x));
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}
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float hash12(vec2 p) {
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vec3 p3 = fract(vec3(p.xyx) * MOD3);
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p3 += dot(p3, p3.yzx + 19.19);
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return fract((p3.x + p3.y) * p3.z);
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}
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float circ(vec2 uv, vec2 pos, float size) {
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uv -= pos;
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size *= size;
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return S(size * 1.1, size, dot(uv, uv));
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}
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float light(vec2 uv, vec2 pos, float size) {
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uv -= pos;
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size *= size;
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return size / dot(uv, uv);
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}
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vec3 explosion(vec2 uv, vec2 p, float seed, float t) {
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vec3 col = vec3(0.);
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vec3 en = hash31(seed);
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vec3 baseCol = en;
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for (float i = 0.; i < NUM_PARTICLES; i++) {
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vec3 n = hash31(i) - .5;
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vec2 startP = p - vec2(0., t * t * .1);
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vec2 endP = startP + normalize(n.xy) * n.z - vec2(0., t * .2);
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float pt = 1. - pow(t - 1., 2.);
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vec2 pos = mix(p, endP, pt);
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float size = mix(.01, .005, S(0., .1, pt));
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size *= S(1., .1, pt);
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float sparkle = (sin((pt + n.z) * 21.) * .5 + .5);
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sparkle = pow(sparkle, pow(en.x, 3.) * 50.) * mix(0.01, .01, en.y * n.y);
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//size += sparkle*B(.6, 1., .1, t);
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size += sparkle * B(en.x, en.y, en.z, t);
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col += baseCol * light(uv, pos, size);
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}
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return col;
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}
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vec3 Rainbow(vec3 c) {
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float t = iTime;
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float avg = (c.r + c.g + c.b) / 3.;
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c = avg + (c - avg) * sin(vec3(0., .333, .666) + t);
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c += sin(vec3(.4, .3, .3) * t + vec3(1.1244, 3.43215, 6.435)) * vec3(.4, .1, .5);
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return c;
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}
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void mainImage(out vec4 fragColor, in vec2 fragCoord)
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{
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vec2 uv = fragCoord.xy / iResolution.xy;
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uv.x -= .5;
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uv.x *= iResolution.x / iResolution.y;
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// Flip the y-axis so that the gravity is downwards
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uv.y = -uv.y + 1.;
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float n = hash12(uv + 10.);
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float t = iTime * .5;
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vec3 c = vec3(0.);
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for (float i = 0.; i < NUM_EXPLOSIONS; i++) {
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float et = t + i * 1234.45235;
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float id = floor(et);
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et -= id;
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vec2 p = hash31(id).xy;
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p.x -= .5;
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p.x *= 1.6;
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c += explosion(uv, p, id, et);
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}
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c = Rainbow(c);
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vec2 termUV = fragCoord.xy / iResolution.xy;
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vec4 terminalColor = texture(iChannel0, termUV);
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float alpha = step(length(terminalColor.rgb), BLACK_BLEND_THRESHOLD);
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vec3 blendedColor = mix(terminalColor.rgb * 1.0, c.rgb * 0.3, alpha);
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fragColor = vec4(blendedColor, terminalColor.a);
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}
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