flame_shell
A flame as a luminous shell. Shading a mesh by how edge-on each fragment is, and drawing it additively over both faces, gives the hard bright silhouette and hollow middle a bunsen's inner cone has, because the cone is a thin reaction sheet rather than a body of light. The same sh…
flame_shell
A flame as a luminous shell. Shading a mesh by how edge-on each fragment is, and
drawing it additively over both faces, gives the hard bright silhouette and
hollow middle a bunsen's inner cone has, because the cone is a thin reaction
sheet rather than a body of light. The same shader draws the outer mantle at a
low sharpness, where the shell is thick enough to read as gas.
Lane 0 (shader_data[0]) carries (film seconds, breath 0..1, height base, height span) and demo/stages/air.module writes it every film frame; the shader
reads no engine clock.
coreColor and tipColor are mixed up the flame's height with blendBias;
sharpness sets how thin the sheet is; tipFade and footFade close it at
both ends; grain, crawl and unrest are the combustion's own crawl; and
breathDepth is how far lane 0's breath swings the output.
Drawn additive, double-sided, with no depth write.
Scoped to this part · feeds back into the world's score.