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//
// Fragment shader for producing a turbulent fire effect
//
// Author: Randi Rost
//
// Copyright (c) 2002-2004 3Dlabs Inc. Ltd.
//
// See 3Dlabs-License.txt for license information
//
varying float LightIntensity;
varying vec3 MCposition;
uniform sampler3D Noise;
uniform vec3 Color1; // (0.8, 0.7, 0.0)
uniform vec3 Color2; // (0.6, 0.1, 0.0)
uniform float NoiseScale; // 1.2
void main (void)
{
vec4 noisevec = texture3D(Noise, MCposition * NoiseScale);
float intensity = abs(noisevec[0] - 0.25) +
abs(noisevec[1] - 0.125) +
abs(noisevec[2] - 0.0625) +
abs(noisevec[3] - 0.03125);
intensity = clamp(intensity * 6.0, 0.0, 1.0);
vec3 color = mix(Color1, Color2, intensity) * LightIntensity;
gl_FragColor = vec4 (color, 1.0);
}
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