[Dependency] private readonly SharedTransformSystem _xformSys = default!;
private GasTileOverlay _overlay = default!;
+ private GasTileHeatOverlay _heatOverlay = default!;
public override void Initialize()
{
_overlay = new GasTileOverlay(this, EntityManager, _resourceCache, ProtoMan, _spriteSys, _xformSys);
_overlayMan.AddOverlay(_overlay);
+
+ _heatOverlay = new GasTileHeatOverlay();
+ _overlayMan.AddOverlay(_heatOverlay);
}
public override void Shutdown()
{
base.Shutdown();
_overlayMan.RemoveOverlay<GasTileOverlay>();
+ _overlayMan.RemoveOverlay<GasTileHeatOverlay>();
}
private void OnHandleState(EntityUid gridUid, GasTileOverlayComponent comp, ref ComponentHandleState args)
--- /dev/null
+using System.Numerics;
+using Content.Shared.Atmos;
+using Content.Shared.Atmos.Components;
+using Content.Client.Atmos.EntitySystems;
+using Content.Shared.CCVar;
+using Robust.Client.Graphics;
+using Robust.Shared.Configuration;
+using Robust.Shared.Enums;
+using Robust.Shared.Map;
+using Robust.Shared.Map.Components;
+using Robust.Shared.Prototypes;
+
+namespace Content.Client.Atmos.Overlays;
+
+public sealed class GasTileHeatOverlay : Overlay
+{
+ public override bool RequestScreenTexture { get; set; } = true;
+ private static readonly ProtoId<ShaderPrototype> UnshadedShader = "unshaded";
+ private static readonly ProtoId<ShaderPrototype> HeatOverlayShader = "Heat";
+
+ [Dependency] private readonly IEntityManager _entManager = default!;
+ [Dependency] private readonly IMapManager _mapManager = default!;
+ [Dependency] private readonly IPrototypeManager _proto = default!;
+ [Dependency] private readonly IClyde _clyde = default!;
+ [Dependency] private readonly IConfigurationManager _configManager = default!;
+ // We can't resolve this immediately, because it's an entitysystem, but we will attempt to resolve and cache this
+ // once we begin to draw.
+ private GasTileOverlaySystem? _gasTileOverlay;
+ private readonly SharedTransformSystem _xformSys;
+
+ private IRenderTexture? _heatTarget;
+ private IRenderTexture? _heatBlurTarget;
+
+ public override OverlaySpace Space => OverlaySpace.WorldSpace;
+ private readonly ShaderInstance _shader;
+
+ public GasTileHeatOverlay()
+ {
+ IoCManager.InjectDependencies(this);
+ _xformSys = _entManager.System<SharedTransformSystem>();
+
+ _shader = _proto.Index(HeatOverlayShader).InstanceUnique();
+
+ _configManager.OnValueChanged(CCVars.ReducedMotion, SetReducedMotion, invokeImmediately: true);
+
+ }
+
+ private void SetReducedMotion(bool reducedMotion)
+ {
+ _shader.SetParameter("strength_scale", reducedMotion ? 0.5f : 1f);
+ _shader.SetParameter("speed_scale", reducedMotion ? 0.25f : 1f);
+ }
+
+ protected override bool BeforeDraw(in OverlayDrawArgs args)
+ {
+ if (args.MapId == MapId.Nullspace)
+ return false;
+
+ // If we haven't resolved this yet, give it a try or bail
+ _gasTileOverlay ??= _entManager.System<GasTileOverlaySystem>();
+
+ if (_gasTileOverlay == null)
+ return false;
+
+ var target = args.Viewport.RenderTarget;
+
+ // Probably the resolution of the game window changed, remake the textures.
+ if (_heatTarget?.Texture.Size != target.Size)
+ {
+ _heatTarget?.Dispose();
+ _heatTarget = _clyde.CreateRenderTarget(
+ target.Size,
+ new RenderTargetFormatParameters(RenderTargetColorFormat.Rgba8Srgb),
+ name: nameof(GasTileHeatOverlay));
+ }
+ if (_heatBlurTarget?.Texture.Size != target.Size)
+ {
+ _heatBlurTarget?.Dispose();
+ _heatBlurTarget = _clyde.CreateRenderTarget(
+ target.Size,
+ new RenderTargetFormatParameters(RenderTargetColorFormat.Rgba8Srgb),
+ name: $"{nameof(GasTileHeatOverlay)}-blur");
+ }
+
+ var overlayQuery = _entManager.GetEntityQuery<GasTileOverlayComponent>();
+
+ args.WorldHandle.UseShader(_proto.Index(UnshadedShader).Instance());
+
+ var mapId = args.MapId;
+ var worldAABB = args.WorldAABB;
+ var worldBounds = args.WorldBounds;
+ var worldHandle = args.WorldHandle;
+ var worldToViewportLocal = args.Viewport.GetWorldToLocalMatrix();
+
+ // If there is no distortion after checking all visible tiles, we can bail early
+ var anyDistortion = false;
+
+ // We're rendering in the context of the heat target texture, which will encode data as to where and how strong
+ // the heat distortion will be
+ args.WorldHandle.RenderInRenderTarget(_heatTarget,
+ () =>
+ {
+ List<Entity<MapGridComponent>> grids = new();
+ _mapManager.FindGridsIntersecting(mapId, worldAABB, ref grids);
+ foreach (var grid in grids)
+ {
+ if (!overlayQuery.TryGetComponent(grid.Owner, out var comp))
+ continue;
+
+ var gridEntToWorld = _xformSys.GetWorldMatrix(grid.Owner);
+ var gridEntToViewportLocal = gridEntToWorld * worldToViewportLocal;
+
+ if (!Matrix3x2.Invert(gridEntToViewportLocal, out var viewportLocalToGridEnt))
+ continue;
+
+ var uvToUi = Matrix3Helpers.CreateScale(_heatTarget.Size.X, -_heatTarget.Size.Y);
+ var uvToGridEnt = uvToUi * viewportLocalToGridEnt;
+
+ // Because we want the actual distortion to be calculated based on the grid coordinates*, we need
+ // to pass a matrix transformation to go from the viewport coordinates to grid coordinates.
+ // * (why? because otherwise the effect would shimmer like crazy as you moved around, think
+ // moving a piece of warped glass above a picture instead of placing the warped glass on the
+ // paper and moving them together)
+ _shader.SetParameter("grid_ent_from_viewport_local", uvToGridEnt);
+
+ // Draw commands (like DrawRect) will be using grid coordinates from here
+ worldHandle.SetTransform(gridEntToViewportLocal);
+
+ // We only care about tiles that fit in these bounds
+ var floatBounds = worldToViewportLocal.TransformBox(worldBounds).Enlarged(grid.Comp.TileSize);
+ var localBounds = new Box2i(
+ (int)MathF.Floor(floatBounds.Left),
+ (int)MathF.Floor(floatBounds.Bottom),
+ (int)MathF.Ceiling(floatBounds.Right),
+ (int)MathF.Ceiling(floatBounds.Top));
+
+ // for each tile and its gas --->
+ foreach (var chunk in comp.Chunks.Values)
+ {
+ var enumerator = new GasChunkEnumerator(chunk);
+
+ while (enumerator.MoveNext(out var tileGas))
+ {
+ // --->
+ // Check and make sure the tile is within the viewport/screen
+ var tilePosition = chunk.Origin + (enumerator.X, enumerator.Y);
+ if (!localBounds.Contains(tilePosition))
+ continue;
+
+ // Get the distortion strength from the temperature and bail if it's not hot enough
+ var strength = _gasTileOverlay.GetHeatDistortionStrength(tileGas.Temperature);
+ if (strength <= 0f)
+ continue;
+
+ anyDistortion = true;
+ // Encode the strength in the red channel, then 1.0 alpha if it's an active tile.
+ // BlurRenderTarget will then apply a blur around the edge, but we don't want it to bleed
+ // past the tile.
+ // So we use this alpha channel to chop the lower alpha values off in the shader to fit a
+ // fit mask back into the tile.
+ worldHandle.DrawRect(
+ Box2.CenteredAround(tilePosition + new Vector2(0.5f, 0.5f), grid.Comp.TileSizeVector),
+ new Color(strength,0f, 0f, strength > 0f ? 1.0f : 0f));
+ }
+ }
+ }
+ },
+ // This clears the buffer to all zero first...
+ new Color(0, 0, 0, 0));
+
+ // no distortion, no need to render
+ if (!anyDistortion)
+ {
+ // Return the draw handle to normal settings
+ args.WorldHandle.UseShader(null);
+ args.WorldHandle.SetTransform(Matrix3x2.Identity);
+ return false;
+ }
+
+ // Clear to draw
+ return true;
+ }
+
+ protected override void Draw(in OverlayDrawArgs args)
+ {
+ if (ScreenTexture is null || _heatTarget is null || _heatBlurTarget is null)
+ return;
+
+ // Blur to soften the edges of the distortion. the lower parts of the alpha channel need to get cut off in the
+ // distortion shader to keep them in tile bounds.
+ _clyde.BlurRenderTarget(args.Viewport, _heatTarget, _heatBlurTarget, args.Viewport.Eye!, 14f);
+
+ // Set up and render the distortion
+ _shader.SetParameter("SCREEN_TEXTURE", ScreenTexture);
+ args.WorldHandle.UseShader(_shader);
+ args.WorldHandle.DrawTextureRect(_heatTarget.Texture, args.WorldBounds);
+
+ // Return the draw handle to normal settings
+ args.WorldHandle.UseShader(null);
+ args.WorldHandle.SetTransform(Matrix3x2.Identity);
+ }
+
+ protected override void DisposeBehavior()
+ {
+ _heatTarget = null;
+ _heatBlurTarget = null;
+ _configManager.UnsubValueChanged(CCVars.ReducedMotion, SetReducedMotion);
+ base.DisposeBehavior();
+ }
+}
-using System.Linq;
using System.Runtime.CompilerServices;
-using System.Threading.Tasks;
using Content.Server.Atmos.Components;
using Content.Shared.Atmos;
using Content.Shared.Atmos.Components;
using Microsoft.Extensions.ObjectPool;
using Robust.Server.Player;
using Robust.Shared;
-using Robust.Shared.Configuration;
using Robust.Shared.Enums;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
[Robust.Shared.IoC.Dependency] private readonly IGameTiming _gameTiming = default!;
[Robust.Shared.IoC.Dependency] private readonly IPlayerManager _playerManager = default!;
[Robust.Shared.IoC.Dependency] private readonly IMapManager _mapManager = default!;
- [Robust.Shared.IoC.Dependency] private readonly IConfigurationManager _confMan = default!;
[Robust.Shared.IoC.Dependency] private readonly IParallelManager _parMan = default!;
[Robust.Shared.IoC.Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
[Robust.Shared.IoC.Dependency] private readonly ChunkingSystem _chunkingSys = default!;
private EntityQuery<MapGridComponent> _gridQuery;
private EntityQuery<GasTileOverlayComponent> _query;
+ /// <summary>
+ /// How much the distortion strength should change for the temperature of a tile to be dirtied.
+ /// The strength goes from 0.0f to 1.0f, so 0.05f gives it essentially 20 "steps"
+ /// </summary>
+ private float _heatDistortionStrengthChangeTolerance;
+
public override void Initialize()
{
base.Initialize();
};
_playerManager.PlayerStatusChanged += OnPlayerStatusChanged;
- Subs.CVar(_confMan, CCVars.NetGasOverlayTickRate, UpdateTickRate, true);
- Subs.CVar(_confMan, CCVars.GasOverlayThresholds, UpdateThresholds, true);
- Subs.CVar(_confMan, CVars.NetPVS, OnPvsToggle, true);
+ Subs.CVar(ConfMan, CCVars.NetGasOverlayTickRate, UpdateTickRate, true);
+ Subs.CVar(ConfMan, CCVars.GasOverlayThresholds, UpdateThresholds, true);
+ Subs.CVar(ConfMan, CVars.NetPVS, OnPvsToggle, true);
+ Subs.CVar(ConfMan, CCVars.GasOverlayHeatThreshold, UpdateHeatThresholds, true);
SubscribeLocalEvent<RoundRestartCleanupEvent>(Reset);
SubscribeLocalEvent<GasTileOverlayComponent, ComponentStartup>(OnStartup);
private void UpdateTickRate(float value) => _updateInterval = value > 0.0f ? 1 / value : float.MaxValue;
private void UpdateThresholds(int value) => _thresholds = value;
+ private void UpdateHeatThresholds(float v) => _heatDistortionStrengthChangeTolerance = MathHelper.Clamp01(v);
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Invalidate(Entity<GasTileOverlayComponent?> grid, Vector2i index)
public GasOverlayData GetOverlayData(GasMixture? mixture)
{
- var data = new GasOverlayData(0, new byte[VisibleGasId.Length]);
+ var data = new GasOverlayData(0,
+ new byte[VisibleGasId.Length],
+ mixture?.Temperature ?? Atmospherics.TCMB);
for (var i = 0; i < VisibleGasId.Length; i++)
{
}
var changed = false;
+ var temp = tile.Hotspot.Valid ? tile.Hotspot.Temperature : tile.Air?.Temperature ?? Atmospherics.TCMB;
if (oldData.Equals(default))
{
changed = true;
- oldData = new GasOverlayData(tile.Hotspot.State, new byte[VisibleGasId.Length]);
+ oldData = new GasOverlayData(tile.Hotspot.State, new byte[VisibleGasId.Length], temp);
}
- else if (oldData.FireState != tile.Hotspot.State)
+ else if (oldData.FireState != tile.Hotspot.State ||
+ CheckTemperatureTolerance(oldData.Temperature, temp, _heatDistortionStrengthChangeTolerance))
{
changed = true;
- oldData = new GasOverlayData(tile.Hotspot.State, oldData.Opacity);
+ oldData = new GasOverlayData(tile.Hotspot.State, oldData.Opacity, temp);
}
if (tile is {Air: not null, NoGridTile: false})
return true;
}
+ /// <summary>
+ /// This function determines whether the change in temperature is significant enough to warrant dirtying the tile data.
+ /// </summary>
+ private bool CheckTemperatureTolerance(float tempA, float tempB, float tolerance)
+ {
+ var (strengthA, strengthB) = (GetHeatDistortionStrength(tempA), GetHeatDistortionStrength(tempB));
+
+ return (strengthA <= 0f && strengthB > 0f) || // change to or from 0
+ (strengthB <= 0f && strengthA > 0f) ||
+ (strengthA >= 1f && strengthB < 1f) || // change to or from 1
+ (strengthB >= 1f && strengthA < 1f) ||
+ Math.Abs(strengthA - strengthB) > tolerance; // other change within tolerance
+ }
+
private void UpdateOverlayData()
{
// TODO parallelize?
using Content.Shared.Atmos.Components;
using Content.Shared.Atmos.Prototypes;
+using Content.Shared.CCVar;
+using Robust.Shared.Configuration;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
{
public abstract class SharedGasTileOverlaySystem : EntitySystem
{
+ /// <summary>
+ /// The temperature at which the heat distortion effect starts to be applied.
+ /// </summary>
+ private float _tempAtMinHeatDistortion;
+ /// <summary>
+ /// The temperature at which the heat distortion effect is at maximum strength.
+ /// </summary>
+ private float _tempAtMaxHeatDistortion;
+ /// <summary>
+ /// Calculated linear slope and intercept to map temperature to a heat distortion strength from 0.0 to 1.0
+ /// </summary>
+ private float _heatDistortionSlope;
+ private float _heatDistortionIntercept;
+
public const byte ChunkSize = 8;
protected float AccumulatedFrameTime;
protected bool PvsEnabled;
[Dependency] protected readonly IPrototypeManager ProtoMan = default!;
+ [Dependency] protected readonly IConfigurationManager ConfMan = default!;
/// <summary>
/// array of the ids of all visible gases.
public override void Initialize()
{
base.Initialize();
+
+ // Make sure the heat distortion variables are updated if the CVars change
+ Subs.CVar(ConfMan, CCVars.GasOverlayHeatMinimum, UpdateMinHeat, true);
+ Subs.CVar(ConfMan, CCVars.GasOverlayHeatMaximum, UpdateMaxHeat, true);
+
SubscribeLocalEvent<GasTileOverlayComponent, ComponentGetState>(OnGetState);
List<int> visibleGases = new();
VisibleGasId = visibleGases.ToArray();
}
+ private void UpdateMaxHeat(float val)
+ {
+ _tempAtMaxHeatDistortion = val;
+ UpdateHeatSlopeAndIntercept();
+ }
+
+ private void UpdateMinHeat(float val)
+ {
+ _tempAtMinHeatDistortion = val;
+ UpdateHeatSlopeAndIntercept();
+ }
+
+ private void UpdateHeatSlopeAndIntercept()
+ {
+ // Make sure to avoid invalid settings (min == max or min > max)
+ // I'm not sure if CVars can have constraints or if CVar subscribers can reject changes.
+ var diff = _tempAtMinHeatDistortion < _tempAtMaxHeatDistortion
+ ? _tempAtMaxHeatDistortion - _tempAtMinHeatDistortion
+ : 0.001f;
+ _heatDistortionSlope = 1.0f / diff;
+ _heatDistortionIntercept = -_tempAtMinHeatDistortion * _heatDistortionSlope;
+ }
+
private void OnGetState(EntityUid uid, GasTileOverlayComponent component, ref ComponentGetState args)
{
if (PvsEnabled && !args.ReplayState)
[ViewVariables]
public readonly byte[] Opacity;
+ /// <summary>
+ /// This temperature is currently only used by the GasTileHeatOverlay.
+ /// This value will only reflect the true temperature of the gas when the temperature is between
+ /// <see cref="SharedGasTileOverlaySystem._tempAtMinHeatDistortion"/> and <see cref="SharedGasTileOverlaySystem._tempAtMaxHeatDistortion"/> as these are the only
+ /// values at which the heat distortion varies.
+ /// Additionally, it will only update when the heat distortion strength changes by
+ /// <see cref="_heatDistortionStrengthChangeTolerance"/>. By default, this is 5%, which corresponds to
+ /// 20 steps from <see cref="SharedGasTileOverlaySystem._tempAtMinHeatDistortion"/> to <see cref="SharedGasTileOverlaySystem._tempAtMaxHeatDistortion"/>.
+ /// For 325K to 1000K with 5% tolerance, then this field will dirty only if it differs by 33.75K, or 20 steps.
+ /// </summary>
+ [ViewVariables]
+ public readonly float Temperature;
+
// TODO change fire color based on temps
- // But also: dont dirty on a 0.01 kelvin change in temperatures.
- // Either have a temp tolerance, or map temperature -> byte levels
- public GasOverlayData(byte fireState, byte[] opacity)
+ public GasOverlayData(byte fireState, byte[] opacity, float temperature)
{
FireState = fireState;
Opacity = opacity;
+ Temperature = temperature;
}
public bool Equals(GasOverlayData other)
}
}
+ // This is only checking if two datas are equal -- a different routine is used to check if the
+ // temperature differs enough to dirty the chunk using a much wider tolerance.
+ if (!MathHelper.CloseToPercent(Temperature, other.Temperature))
+ return false;
+
return true;
}
}
+ /// <summary>
+ /// Calculate the heat distortion from a temperature.
+ /// Returns 0.0f below TempAtMinHeatDistortion and 1.0f above TempAtMaxHeatDistortion.
+ /// </summary>
+ /// <param name="temp"></param>
+ /// <returns></returns>
+ public float GetHeatDistortionStrength(float temp)
+ {
+ return MathHelper.Clamp01(temp * _heatDistortionSlope + _heatDistortionIntercept);
+ }
+
[Serializable, NetSerializable]
public sealed class GasOverlayUpdateEvent : EntityEventArgs
{
public static readonly CVarDef<int> GasOverlayThresholds =
CVarDef.Create("net.gasoverlaythresholds", 20);
+
+ public static readonly CVarDef<float> GasOverlayHeatThreshold =
+ CVarDef.Create("net.gasoverlayheatthreshold",
+ 0.05f,
+ CVar.SERVER | CVar.REPLICATED,
+ "Threshold for sending tile temperature updates to client in percent of distortion strength," +
+ "from 0.0 to 1.0. Example: 0.05 = 5%, which means heat distortion will appear in 20 'steps'.");
+
+ public static readonly CVarDef<float> GasOverlayHeatMinimum =
+ CVarDef.Create("net.gasoverlayheatminimum",
+ 325f,
+ CVar.SERVER | CVar.REPLICATED,
+ "Temperature at which heat distortion effect will begin to apply.");
+
+ public static readonly CVarDef<float> GasOverlayHeatMaximum =
+ CVarDef.Create("net.gasoverlayheatmaximum",
+ 1000f,
+ CVar.SERVER | CVar.REPLICATED,
+ "Temperature at which heat distortion effect will be at maximum strength.");
}
id: Hologram
kind: source
path: "/Textures/Shaders/hologram.swsl"
+
+- type: shader
+ id: Heat
+ kind: source
+ path: "/Textures/Shaders/heat.swsl"
+ params:
+ spatial_scale: 1.0
+ strength_scale: 1.0
+ speed_scale: 1.0
+ grid_ent_from_viewport_local: 1,0,0,1,0,1
--- /dev/null
+uniform sampler2D SCREEN_TEXTURE;
+
+// Number of frequencies to combine, can't be a parameter/uniform else it causes problems in compatibility mode
+// I have no idea why
+const highp int N = 32;
+
+uniform highp float spatial_scale; // spatial scaling of modes, higher = fine turbulence, lower = coarse turbulence
+uniform highp float strength_scale; // distortion strength
+uniform highp float speed_scale; // scaling factor on the speed of the animation
+// Matrix to convert screen coordinates into grid coordinates
+// This is to "pin" the effect to the grid, so that it does not shimmer as you move
+uniform highp mat3 grid_ent_from_viewport_local;
+
+const highp float TWO_PI = 6.28318530718;
+ // This is just the default target values so that the external parameters can be normalized to 1
+const highp float strength_factor = 0.0005;
+const highp float spatial_factor = 22.0;
+
+// 1D pseudo-random function
+highp float random_1d(highp float n) {
+ return fract(sin(n * 12.9898) * 43758.5453);
+}
+
+// Kolmogorov amplitude, power spectrum goes as k^(–11/6)
+highp float kolAmp(highp float k) {
+ return pow(k, -11.0 / 6.0);
+}
+
+void fragment() {
+
+ highp vec2 ps = vec2(1.0/SCREEN_PIXEL_SIZE.x, 1.0/SCREEN_PIXEL_SIZE.y);
+ highp float aspectratio = ps.x / ps.y;
+
+ // scale the scale factor with the number of modes just cuz it works reasonably
+ highp float s_scale = spatial_scale * spatial_factor / sqrt(float(N));
+
+ // Coordinates to use to calculate the effects, convert to grid coordinates
+ highp vec2 uvW = (grid_ent_from_viewport_local * vec3(UV.x, UV.y, 1.0)).xy;
+ // Scale the coordinates
+ uvW *= s_scale;
+
+ // accumulate phase gradienta
+ highp vec2 grad = vec2(0.0);
+
+ for (lowp int i = 0; i < N; i++) {
+ // float cast of the index
+ highp float fi = float(i);
+
+ // Pick a random direction
+ highp float ang = random_1d(fi + 1.0) * TWO_PI;
+ highp vec2 dir = vec2(cos(ang), sin(ang));
+
+ // Pick a random spatial frequency from 0.5 to 30
+ highp float k = mix(0.5, 30.0, random_1d(fi + 17.0));
+
+ // Pick a random speed from 0.05 to 0.20
+ highp float speed = mix(3., 8., random_1d(fi + 33.0));
+
+ // Pick a random phase offset
+ highp float phi_0 = random_1d(fi + 49.0) * TWO_PI;
+
+ // phase argument
+ highp float t = dot(dir, uvW) * k + TIME * speed * speed_scale + phi_0;
+
+ // analytical gradient: ∇[sin(t)] = cos(t) * ∇t
+ // ∇t = k * dir * scale (scale is factored out)
+ grad += kolAmp(k) * cos(t) * k * dir;
+ }
+ // Spatial scaling (coarse or fine turbulence)
+ grad *= s_scale;
+
+ // The texture should have been blurred using a previous operation
+ // We use the alpha channel to cut off the blur that bleeds outside the tile, then we rescale
+ // the mask back up to 0.0 to 1.0
+ highp float mask = clamp((zTexture(UV).a - 0.5)*2.0, 0.00, 1.0);
+
+ // Calculate warped UV using the turbulence gradient
+ // The strength of the turbulence is encoded into the red channel of TEXTURE
+ // Give it a little polynomial boost: https://www.wolframalpha.com/input?i=-x%5E2+%2B2x+from+0+to+1
+ highp float heatStrength = zTexture(UV).r*1.0;
+ heatStrength = clamp(-heatStrength*heatStrength + 2.0*heatStrength, 0.0, 1.0);
+ highp vec2 uvDist = UV + (strength_scale * strength_factor * heatStrength * mask) * grad;
+
+ // Apply to the texture
+ COLOR = texture2D(SCREEN_TEXTURE, uvDist);
+
+ // Uncomment the following two lines to view the strength buffer directly
+ // COLOR.rgb = vec3(heatStrength * mask);
+ // COLOR.a = mask;
+}