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starfield.frag 743B

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  1. #version 450
  2. layout (location = 0) in vec3 inUVW;
  3. layout (location = 0) out vec4 outFragColor;
  4. #define HASHSCALE3 vec3(443.897, 441.423, 437.195)
  5. #define STARFREQUENCY 0.01
  6. // Hash function by Dave Hoskins (https://www.shadertoy.com/view/4djSRW)
  7. float hash33(vec3 p3)
  8. {
  9. p3 = fract(p3 * HASHSCALE3);
  10. p3 += dot(p3, p3.yxz+vec3(19.19));
  11. return fract((p3.x + p3.y)*p3.z + (p3.x+p3.z)*p3.y + (p3.y+p3.z)*p3.x);
  12. }
  13. vec3 starField(vec3 pos)
  14. {
  15. vec3 color = vec3(0.0);
  16. float threshhold = (1.0 - STARFREQUENCY);
  17. float rnd = hash33(pos);
  18. if (rnd >= threshhold)
  19. {
  20. float starCol = pow((rnd - threshhold) / (1.0 - threshhold), 16.0);
  21. color += vec3(starCol);
  22. }
  23. return color;
  24. }
  25. void main()
  26. {
  27. outFragColor = vec4(starField(inUVW), 1.0);
  28. }