Stumbled a pretty fire effect in Hobbit's site.This effect I saw actually only in game's.
There are have two block's with left
and right
side (evil
and good
)
When you hover one of this block there are have rounded circle of fire
like in bottom
FROM
TO
I created something like that but actually my fire is not showing smoothly like in the site above.I need exactly the same effect like in site please help.
.good {
height:200px;
width:200px;
background-image: url(https://image.ibb.co/gapib8/good_icon.png);
background-size:cover;
box-sizing:border-box;
padding:10px;
}
.good .ring {
overflow:hidden;
transition: 1s opacity;
transition-timing-function:easeInOut;
opacity:0;
height:100%;
width:100%;
background-image: url(https://image.ibb.co/eJCQpT/fire_ring.png);
background-repeat:no-repeat;
background-size:cover;
}
.good:hover .ring {
opacity:1;
}
<div class="good">
<div class="ring">
</div>
</div>
Here is heavyweight WebGL solution using fragment shader
<img src="https://image.ibb.co/gapib8/good_icon.png">
<div class="zone"></div>
<canvas width="335" height="335" id="canvas"/>
<script type="glsl">
precision highp float;
uniform float time;
uniform vec2 resolution;
uniform float fill; // fill of fire ring (0-1)
vec3 firePalette(float i) {
float T = 1400. + 1300.*i;
vec3 L = vec3(7.4, 5.6, 4.4);
L = pow(L,vec3(5.0)) * (exp(1.43876719683e5/(T*L))-1.0);
return 1.0-exp(-5e8/L);
}
vec3 hash33(vec3 p) {
float n = sin(dot(p, vec3(7, 157, 113)));
return fract(vec3(2097152, 262144, 32768)*n);
}
float voronoi(vec3 p) {
// https://www.iquilezles.org/www/articles/voronoilines/voronoilines.htm
vec3 b, r, g = floor(p);
p = fract(p);
float d = 1.;
for(int j = -1; j <= 1; j++) {
for(int i = -1; i <= 1; i++) {
b = vec3(i, j, -1);
r = b - p + hash33(g+b);
d = min(d, dot(r,r));
b.z = 0.0;
r = b - p + hash33(g+b);
d = min(d, dot(r,r));
b.z = 1.;
r = b - p + hash33(g+b);
d = min(d, dot(r,r));
}
}
return d;
}
// https://www.iquilezles.org/www/articles/warp/warp.htm
float noiseLayers(in vec3 p) {
vec3 t = vec3(0., 0., p.z+time*1.5);
const int iter = 5;
float tot = 0., sum = 0., amp = 1.;
for (int i = 0; i < iter; i++) {
tot += voronoi(p + t) * amp;
p *= 2.0;
t *= 1.5;
sum += amp;
amp *= 0.5;
}
return tot/sum;
}
float sdPie( in vec2 p, in vec2 c, in float r ) {
p.x = abs(p.x);
float l = length(p) - r;
float m = length(p - c*clamp(dot(p,c),0.0,r) );
return max(l,m*sign(c.y*p.x-c.x*p.y));
}
void main(void) {
float f = (1.-fill)*3.1415;
vec2 uv = (gl_FragCoord.xy - resolution.xy*0.5)/ resolution.y;
float cs = cos(f-time/4.), si = sin(f-time/4.);
uv.xy *= mat2(cs, -si, si, cs);
vec3 rd = normalize(vec3(uv.x, uv.y, 3.1415/8.));
float c = noiseLayers(rd*2.);
float d = dot(uv, uv);
float ts = 0.105 + sin(time)*0.001;
float ring = 1. - min(smoothstep(d, 0.11, ts), smoothstep(d, ts, 0.11));
vec3 col = sqrt(clamp((firePalette(c*ring)-0.03)*1.5, 0., 1.));
if (fill<1.)
col *= sdPie(uv,vec2(sin(f+0.001),cos(f+0.001)), 0.5)*3.1;
gl_FragColor = vec4(col, ring);
}
</script>
<script>
let gl = canvas.getContext('webgl');
gl.bindBuffer(gl.ARRAY_BUFFER, gl.createBuffer());
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([-1,3,-1,-1,3,-1]), gl.STATIC_DRAW);
let pid = gl.createProgram();
shader(`attribute vec2 v;void main(void){gl_Position=vec4(v,0.,1.);}`,gl.VERTEX_SHADER);
shader(document.querySelector(`script[type="glsl"]`).textContent,gl.FRAGMENT_SHADER);
gl.linkProgram(pid);
gl.useProgram(pid);
let v = gl.getAttribLocation(pid, "v");
gl.vertexAttribPointer(v, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(v);
let resolution = gl.getUniformLocation(pid, 'resolution');
let time = gl.getUniformLocation(pid, 'time');
let fill = gl.getUniformLocation(pid, 'fill');
requestAnimationFrame(draw);
function draw(t) {
gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight);
gl.clearColor(0, 0, 0, 0);
gl.uniform1f(time, t/1000);
gl.uniform1f(fill, getComputedStyle(canvas).opacity);
gl.uniform2f(resolution, gl.drawingBufferWidth, gl.drawingBufferHeight);
gl.drawArrays(gl.TRIANGLES, 0, 3);
requestAnimationFrame(draw);
}
function shader(src, type) {
let sid = gl.createShader(type);
gl.shaderSource(sid, src);
gl.compileShader(sid);
var message = gl.getShaderInfoLog(sid);
gl.attachShader(pid, sid);
if (message.length > 0) {
console.log(src.split("\n").map((s, i) => (""+(1+i)).padStart(4, 0)+": "+s).join("\n"));
throw message;
}
}
</script>
<style>
canvas {
position: absolute;
top: -29px;
pointer-events: none;
left: -26px;
opacity: 0;
transition: 1s;
}
.zone {
position: absolute;
top: 16px;
left: 19px;
border-radius: 50%;
width: 245px;
height: 245px;
}
div.zone:hover + canvas{
opacity: 1;
}
</style>