export const fireVertexShader = ` varying vec2 vUv; void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); } `; export const fireFragmentShader = ` varying vec2 vUv; uniform float u_time; // 2D Random function float random (vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898,78.233)))* 43758.5453123); } // 2D Noise function float noise (in vec2 st) { vec2 i = floor(st); vec2 f = fract(st); float a = random(i); float b = random(i + vec2(1.0, 0.0)); float c = random(i + vec2(0.0, 1.0)); float d = random(i + vec2(1.0, 1.0)); vec2 u = f*f*(3.0-2.0*f); return mix(a, b, u.x) + (c - a)* u.y * (1.0 - u.x) + (d - b) * u.x * u.y; } // Fractional Brownian Motion to create more complex noise float fbm(in vec2 st) { float value = 0.0; float amplitude = 0.5; float frequency = 0.0; for (int i = 0; i < 4; i++) { value += amplitude * noise(st); st *= 2.0; amplitude *= 0.5; } return value; } void main() { vec2 uv = vUv; float q = fbm(uv * 2.0 - vec2(0.0, u_time * 1.2)); float r = fbm(uv * 2.0 + q + vec2(1.7, 9.2) + vec2(0.0, u_time * -0.3)); float fireAmount = fbm(uv * 2.0 + r + vec2(0.0, u_time * 0.15)); // Shape the fire to rise from the bottom fireAmount *= (1.0 - uv.y); vec3 fireColor = mix(vec3(0.9, 0.3, 0.1), vec3(1.0, 0.9, 0.3), fireAmount); gl_FragColor = vec4(fireColor, fireAmount * 2.0); } `;