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varying lowp vec4 VertexColor;
varying lowp vec2 TexCoord;
uniform lowp float time;
// Simple noise function for edge distortion
lowp float noise(lowp vec2 p) {
return sin(p.x * 10.0 + time) * cos(p.y * 10.0 + time * 0.5) * 0.5 + 0.5;
}
void main() {
// TexCoord is now normalized: center is (0,0), edges are at distance ~1
lowp float dist = length(TexCoord);
// Add animated noise to the edge
lowp float angle = atan(TexCoord.y, TexCoord.x);
lowp float wave = sin(angle * 8.0 + time * 2.0) * 0.05 + sin(angle * 4.0 - time * 1.5) * 0.03;
lowp float noiseValue = noise(TexCoord + time * 0.1) * 0.02;
// Create soft edge using smoothstep - ensure fade reaches zero at the actual edge
lowp float innerEdge = 0.8;
lowp float outerEdge = 1.0;
lowp float alpha = 1.0 - smoothstep(innerEdge, outerEdge, dist);
// Apply wave distortion to the edge
alpha *= 1.0 - smoothstep(0.85 + wave + noiseValue * 2.0, 1.0, dist);
// Make edges more transparent but not too much
alpha = alpha * alpha;
// Add slight glow effect at the edge
lowp float glow = smoothstep(0.5, 0.8, dist) * (1.0 - smoothstep(0.8, 1.0, dist));
// Create orange gradient from center
lowp vec3 orangeColor = vec3(1.0, 0.5, 0.1);
lowp float centerGradient = smoothstep(0.6, 0.0, dist);
lowp vec3 baseColor = mix(VertexColor.rgb, orangeColor, centerGradient * 0.6);
// Mix in the glow with a brighter color
lowp vec3 glowColor = baseColor * 1.3;
lowp vec3 finalColor = mix(baseColor, glowColor, glow * 0.5);
gl_FragColor = vec4(finalColor, VertexColor.a * alpha);
}
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