#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (location = 0) in vec3 inUVW; layout (location = 0) out vec4 outFragColor; #define HASHSCALE3 vec3(443.897, 441.423, 437.195) #define STARFREQUENCY 0.01 // Hash function by Dave Hoskins (https://www.shadertoy.com/view/4djSRW) float hash33(vec3 p3) { p3 = fract(p3 * HASHSCALE3); p3 += dot(p3, p3.yxz+vec3(19.19)); return fract((p3.x + p3.y)*p3.z + (p3.x+p3.z)*p3.y + (p3.y+p3.z)*p3.x); } vec3 starField(vec3 pos) { vec3 color = vec3(0.0); float threshhold = (1.0 - STARFREQUENCY); float rnd = hash33(pos); if (rnd >= threshhold) { float starCol = pow((rnd - threshhold) / (1.0 - threshhold), 16.0); color += vec3(starCol); } return color; } void main() { // Fake atmosphere at the bottom vec3 atmosphere = clamp(vec3(0.1, 0.15, 0.4) * (inUVW.t - 5.0), 0.0, 1.0); vec3 color = starField(inUVW) + atmosphere; outFragColor = vec4(color, 1.0); }