I try to use shader from here.
Its works pretty nice on Destop HTML5, but broken on the mobile HTML5 version. I don’t really understand shaders, so can you tell me what I need to fix to make it work in the mobile HTML5 version?
varying mediump vec2 var_texcoord0;
varying mediump vec4 var_position;
uniform lowp sampler2D texture_sampler;
uniform lowp vec4 resolution;
uniform lowp vec4 mouse;
uniform lowp vec4 time;
uniform lowp vec4 fire_params;
#define M_PI 3.1415926535897932384626433832795
#define M_TWO_PI (2.0 * M_PI)
float rand(vec2 n) {
return fract(sin(dot(n, vec2(12.9898,12.1414))) * 83758.5453);
}
float noise(vec2 n) {
const vec2 d = vec2(0.0, 1.0);
vec2 b = floor(n);
vec2 f = smoothstep(vec2(0.0), vec2(1.0), fract(n));
return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y);
}
vec3 ramp(float t) {
return t <= .5 ?
vec3(1. - t * 1.4 * fire_params.z, .2, 1.05 * fire_params.w) / t :
vec3(.3 * (1. - t) * 2. * fire_params.z, .2, 1.05 * fire_params.w) / t;
}
vec2 polarMap(vec2 uv, float shift, float inner) {
uv = vec2(0.5) - uv;
float px = 1.0 - fract(atan(uv.y, uv.x) / 6.28 + 0.25) + shift;
vec2 rect_size = vec2(0.2, 0.3);
vec2 d = abs(uv) - rect_size;
float corner_radius = -0.5;
float rect = length(max(d, 0.0)) + min(max(d.x, d.y), 0.0) - corner_radius;
float py = (rect * (1.0 + inner * 2.0) - inner) * 2.0;
return vec2(px, py);
}
float fire(vec2 n) {
return noise(n) + noise(n * 2.1) * .6 + noise(n * 5.4) * .42;
}
float shade(vec2 uv, float t) {
uv.x += uv.y < .5 ? 23.0 + t * .035 : -11.0 + t * .03;
uv.y = abs(uv.y - .5);
uv.x *= 35.0 * fire_params.y;
float q = fire(uv - t * .013) / 2.0;
vec2 r = vec2(fire(uv + q / 2.0 + t - uv.x - uv.y), fire(uv + q - t));
return pow((r.y + r.y) * max(.0, uv.y) + .1, 4.0);
}
vec3 color(float grad) {
float m2 = mouse.z < 0.0001 ? 1.15 : mouse.y * 3.0 / resolution.y;
grad = sqrt(grad);
vec3 color = vec3(1.0 / (pow(vec3(0.5, 0.0, .1) + 2.61, vec3(2.0))));
vec3 color2 = color;
color = ramp(grad);
color /= (m2 + max(vec3(0), color));
return color;
}
void main() {
float m1 = mouse.z < 0.0001 ? 3.6 : mouse.x * 5.0 / resolution.x;
float t = time.x;
vec2 uv = var_texcoord0;
float ff = 1.0 - uv.y;
vec2 uv2 = uv;
uv2.y = 1.0 - uv2.y;
uv = polarMap(uv, 1.3, m1 * fire_params.x);
uv2 = polarMap(uv2, 1.9, m1 * fire_params.x);
vec3 c1 = color(shade(uv, t)) * ff;
vec3 c2 = color(shade(uv2, t)) * (1.0 - ff);
float alpha = (c1.r + c1.g + c1.b + c2.r + c2.g + c2.b) / 6.0;
alpha = smoothstep(0.1, 0.2, alpha);
gl_FragColor = vec4(c1 + c2, alpha);
}
errors from mobile version: