#version 120 varying vec2 vertex; varying vec3 velocity; varying float decay; varying float explCenterDist; float pi = 3.14159; vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } float hash(float n) { return fract(sin(n)*43758.5453); } void main() { // normalize radius from 0..1 vec2 vn = 2.0*vertex; float rn = length(vn); float angle = atan(vn.y, vn.x); float hs = 20.0; float removeCorners = 0.5 * (hash(fract(hs*vertex.x)) + hash(fract(hs*vertex.y))); if (rn+removeCorners > 1.0) { discard; } //float rf = 0.5-0.5*rn; float rf = 1.0; float d = decay/(1.0+max(0.0, 1.0-2.0*explCenterDist)); float h = max(0.0, (1.0-d)/6.0) * rf; float v = max(0.0, (1.0-log(d))); float s = max(0.0, min(30.0 * sqrt(decay) * explCenterDist, 1.0)); //v /= 1.0 + max(0.0, min(35.0*(decay-0.2), 1.0)) + 10.0 * explCenterDist; v /= 1.0 + 10.0 * explCenterDist; gl_FragColor = vec4(hsv2rgb(vec3(h, s, v)), 1.0); //gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0); //gl_FragColor.rgb = vec3(0.5+0.5*(a/pi)); }