Fireball Code
•
float4 fireball(float3 p, float time)
•
{
•
float d = length(p);
•
d += turbulence(p*noiseFreq + time*timeScale).x * noiseAmp;
•
float4 c = tex1D(gradientSampler, d*distanceScale);
•
return c;
•
}
•