123456789101112131415161718192021222324252627282930313233343536373839404142 |
- #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);
- }
|