Revert "Add heat distortion shader for hot gases" (#40352)

This commit is contained in:
slarticodefast
2025-09-14 20:48:24 +02:00
committed by GitHub
parent b9ddcc9e9f
commit a38c6c1aca
7 changed files with 14 additions and 443 deletions

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@@ -19,7 +19,6 @@ namespace Content.Client.Atmos.EntitySystems
[Dependency] private readonly SharedTransformSystem _xformSys = default!;
private GasTileOverlay _overlay = default!;
private GasTileHeatOverlay _heatOverlay = default!;
public override void Initialize()
{
@@ -29,16 +28,12 @@ namespace Content.Client.Atmos.EntitySystems
_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)

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@@ -1,210 +0,0 @@
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();
}
}

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@@ -1,4 +1,6 @@
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;
@@ -11,6 +13,7 @@ using JetBrains.Annotations;
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;
@@ -29,6 +32,7 @@ namespace Content.Server.Atmos.EntitySystems
[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!;
@@ -60,12 +64,6 @@ namespace Content.Server.Atmos.EntitySystems
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();
@@ -87,10 +85,9 @@ namespace Content.Server.Atmos.EntitySystems
};
_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.GasOverlayHeatThreshold, UpdateHeatThresholds, true);
Subs.CVar(_confMan, CCVars.NetGasOverlayTickRate, UpdateTickRate, true);
Subs.CVar(_confMan, CCVars.GasOverlayThresholds, UpdateThresholds, true);
Subs.CVar(_confMan, CVars.NetPVS, OnPvsToggle, true);
SubscribeLocalEvent<RoundRestartCleanupEvent>(Reset);
SubscribeLocalEvent<GasTileOverlayComponent, ComponentStartup>(OnStartup);
@@ -140,7 +137,6 @@ namespace Content.Server.Atmos.EntitySystems
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)
@@ -179,9 +175,7 @@ namespace Content.Server.Atmos.EntitySystems
public GasOverlayData GetOverlayData(GasMixture? mixture)
{
var data = new GasOverlayData(0,
new byte[VisibleGasId.Length],
mixture?.Temperature ?? Atmospherics.TCMB);
var data = new GasOverlayData(0, new byte[VisibleGasId.Length]);
for (var i = 0; i < VisibleGasId.Length; i++)
{
@@ -221,17 +215,15 @@ namespace Content.Server.Atmos.EntitySystems
}
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], temp);
oldData = new GasOverlayData(tile.Hotspot.State, new byte[VisibleGasId.Length]);
}
else if (oldData.FireState != tile.Hotspot.State ||
CheckTemperatureTolerance(oldData.Temperature, temp, _heatDistortionStrengthChangeTolerance))
else if (oldData.FireState != tile.Hotspot.State)
{
changed = true;
oldData = new GasOverlayData(tile.Hotspot.State, oldData.Opacity, temp);
oldData = new GasOverlayData(tile.Hotspot.State, oldData.Opacity);
}
if (tile is {Air: not null, NoGridTile: false})
@@ -279,20 +271,6 @@ namespace Content.Server.Atmos.EntitySystems
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?

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@@ -1,7 +1,5 @@
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;
@@ -10,26 +8,11 @@ namespace Content.Shared.Atmos.EntitySystems
{
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.
@@ -39,11 +22,6 @@ namespace Content.Shared.Atmos.EntitySystems
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();
@@ -58,29 +36,6 @@ namespace Content.Shared.Atmos.EntitySystems
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)
@@ -117,26 +72,14 @@ namespace Content.Shared.Atmos.EntitySystems
[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, float temperature)
public GasOverlayData(byte fireState, byte[] opacity)
{
FireState = fireState;
Opacity = opacity;
Temperature = temperature;
}
public bool Equals(GasOverlayData other)
@@ -156,26 +99,10 @@ namespace Content.Shared.Atmos.EntitySystems
}
}
// 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
{

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@@ -12,23 +12,4 @@ public sealed partial class CCVars
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.");
}

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@@ -115,13 +115,3 @@
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

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@@ -1,90 +0,0 @@
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;
}