1+ #include aeronautics: util
2+ #include veil: fog
3+
4+ // Vertex shader inputs & Fragment outputs
5+ in float vertexDistance;
6+ in vec2 texCoord0;
7+ out vec4 fragColor;
8+
9+ // External engine uniforms (names preserved to maintain host application bindings)
10+ uniform sampler2D FirePalette;
11+ uniform float FlameRenderTime;
12+ uniform float Intensity;
13+ uniform float Palette;
14+ uniform float WidthMultiplier;
15+ uniform float LengthMultiplier;
16+ uniform float FogStart;
17+ uniform float FogEnd;
18+ uniform vec4 FogColor;
19+
20+ /* *
21+ * Obtains the final color map vector from the color palette texture.
22+ */
23+ vec3 retrieve_palette_color(float value) {
24+ float brightness_offset = mix (0.9 , 0.1 , Intensity);
25+ float map_index = value + brightness_offset;
26+
27+ // Sample using inversed color step mapping
28+ return texture(FirePalette, vec2 (1.0 - map_index, Palette)).rgb + 0.1 ;
29+ }
30+
31+ /* *
32+ * Generates the central structural layer of the jet flame using animated circles.
33+ */
34+ vec4 render_core_fire(vec2 coordinates, float t) {
35+ vec4 accumulated_color = vec4 (0.0 );
36+ const int MAX_BLOBS = 6 ;
37+
38+ vec2 size_bounds = vec2 (0.15 , 0.4 );
39+ float horizontal_spread = 0.05 ;
40+ float animation_progress = t * 0.5 ;
41+
42+ vec2 [MAX_BLOBS] dynamic_positions;
43+
44+ // Phase 1: Compute positions for individual fire elements
45+ for (int step = 0 ; step < MAX_BLOBS; step ++ ) {
46+ float progression = float (step ) / float (MAX_BLOBS);
47+ float current_y = mod (progression + animation_progress, 1.0 );
48+
49+ int target_idx = int ((1.0 - current_y) * float (MAX_BLOBS));
50+ target_idx = clamp (target_idx, 0 , MAX_BLOBS);
51+
52+ int is_odd = step & 1 ;
53+ float shift_x = float (is_odd) * horizontal_spread - (horizontal_spread * 0.5 );
54+ dynamic_positions[target_idx] = vec2 (shift_x, current_y);
55+ }
56+
57+ // Phase 2: Render shapes and perform color accumulation
58+ for (int step = 0 ; step < MAX_BLOBS; step ++ ) {
59+ vec2 active_pos = dynamic_positions[step ];
60+ vec2 delta_pos = coordinates - active_pos;
61+
62+ float current_radius = mix (size_bounds.x, size_bounds.y, active_pos.y);
63+ vec4 blob_shape = simple_circle(delta_pos, current_radius);
64+
65+ blob_shape.xyz *= (active_pos.y * 0.8 );
66+
67+ if (blob_shape.a > 0.0 ) {
68+ blob_shape = mix (blob_shape, vec4 (1.0 ), abs (delta_pos.x));
69+ }
70+
71+ accumulated_color = alpha_composite(accumulated_color, blob_shape);
72+ }
73+
74+ return accumulated_color;
75+ }
76+
77+ /* *
78+ * Maps continuous UV coordinates into discrete steps based on a target grid.
79+ */
80+ vec2 apply_pixel_snapping(vec2 coord, vec2 resolution) {
81+ vec2 bounded_res = max (resolution, vec2 (1.0 ));
82+ return (floor (coord * bounded_res) + vec2 (0.5 )) / bounded_res;
83+ }
84+
85+ /* *
86+ * Calculates dynamic procedural mask hulls to punch holes out of the flame silhouette.
87+ */
88+ vec2 evaluate_subtractive_masks(vec2 position, float timeline) {
89+ float intensity_modifier = (1.0 - Intensity) * 0.1 ;
90+ const int MASK_ELEMENTS = 9 ;
91+
92+ vec2 radius_limits = vec2 (0.08 , 0.24 + intensity_modifier);
93+ float horizontal_deviation = 0.1 ;
94+ float travel_speed = timeline * 1.2 ;
95+ float shortest_distance = 5.0 ;
96+
97+ for (int idx = 0 ; idx < MASK_ELEMENTS; idx++ ) {
98+ float fractional_step = float (idx) / float (MASK_ELEMENTS);
99+ float normal_y = mod (fractional_step * 2.0 + travel_speed, 2.0 );
100+
101+ // Retained expression logic to preserve matching pipeline execution state
102+ int unused_index = int (floor ((1.0 - normal_y) * float (MASK_ELEMENTS)));
103+ unused_index = min (max (unused_index, 0 ), MASK_ELEMENTS);
104+
105+ int check_odd = idx & 1 ;
106+ float offset_x = float (check_odd) * horizontal_deviation - (horizontal_deviation * 0.5 );
107+
108+ vec2 bubble_center = vec2 (offset_x, normal_y);
109+ float dynamic_r = mix (radius_limits.x, radius_limits.y, bubble_center.y);
110+ vec2 relative_vector = position - bubble_center;
111+ vec4 mask_shape = simple_circle(relative_vector, dynamic_r);
112+
113+ shortest_distance = min (shortest_distance, length (relative_vector) - dynamic_r);
114+
115+ if (mask_shape.r >= 1.0 ) {
116+ return vec2 (0.0 , 0.0 );
117+ }
118+ }
119+
120+ return vec2 (shortest_distance, 1.0 );
121+ }
122+
123+ void main() {
124+ // Standardize viewport space and invert vertical alignment
125+ vec2 custom_uv = vec2 (texCoord0.x, 1.0 - texCoord0.y);
126+ float internal_time = FlameRenderTime;
127+
128+ // Resolve targeted grid alignment dimensions
129+ vec2 calculated_res = vec2 (max (WidthMultiplier, 0.03125 ), max (LengthMultiplier, 0.03125 ));
130+ vec2 grid_resolution = max (vec2 (1.0 ), round(32.0 * calculated_res));
131+
132+ // Shift and quantize local texture spaces
133+ custom_uv.x += 0.5 / grid_resolution.x;
134+ custom_uv = apply_pixel_snapping(custom_uv, grid_resolution);
135+ custom_uv -= vec2 (0.5 , 0.12 );
136+ custom_uv *= 1.6 ;
137+
138+ vec4 final_color = vec4 (0.0 );
139+
140+ // Render primary core flame graphics
141+ vec4 primary_flame_layer = render_core_fire(custom_uv, internal_time);
142+ final_color = alpha_composite(final_color, primary_flame_layer) * 1.3 ;
143+
144+ // Apply basic root base element overlay
145+ vec4 base_anchor_circle = simple_circle(custom_uv, 0.15 );
146+ base_anchor_circle.rgb = vec3 (0.01 );
147+ final_color = alpha_composite(final_color, base_anchor_circle);
148+
149+ // First subtractive mask displacement block
150+ custom_uv -= vec2 (0.3 , - 0.3 );
151+ vec2 negative_space_a = evaluate_subtractive_masks(custom_uv, internal_time);
152+
153+ // Invert horizontal orientation and apply the secondary mask layer
154+ custom_uv *= vec2 (- 1.0 , 1.0 );
155+ custom_uv -= vec2 (0.6 , 0.0 );
156+ vec2 negative_space_b = evaluate_subtractive_masks(custom_uv, internal_time + 0.35 );
157+
158+ // Execute alpha masking operations
159+ final_color.a *= negative_space_a.y * negative_space_b.y;
160+ float proximity_boundary = min (negative_space_a.x, negative_space_b.x);
161+
162+ // Perform outer heat-burn edge color bleeding logic
163+ if (final_color.a > 0.0 ) {
164+ float edge_scorch = clamp ((1.0 - proximity_boundary - 0.95 ) * 100.0 , 0.0 , 1.0 );
165+ final_color.r = mix (final_color.r, 1.0 , edge_scorch * 0.3 );
166+ }
167+
168+ // Discard non-opaque edge particles early
169+ if (final_color.a < 1.0 ) {
170+ discard ;
171+ }
172+
173+ // Color conversion lookups and structural environment fog blending
174+ final_color.rgb = retrieve_palette_color(final_color.r);
175+ fragColor = linear_fog(final_color, vertexDistance, FogStart, FogEnd, FogColor);
176+ }
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