/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ #define HASHSCALE3 float3(443.897, 441.423, 437.195) #define STARFREQUENCY 0.01 // Hash function by Dave Hoskins (https://www.shadertoy.com/view/4djSRW) float hash33(float3 p3) { p3 = frac(p3 * HASHSCALE3); p3 += dot(p3, p3.yxz+float3(19.19, 19.19, 19.19)); return frac((p3.x + p3.y)*p3.z + (p3.x+p3.z)*p3.y + (p3.y+p3.z)*p3.x); } float3 starField(float3 pos) { float3 color = float3(0.0, 0.0, 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 += starCol.xxx; } return color; } struct VSOutput { float4 Pos : SV_POSITION; float3 UVW; }; [shader("vertex")] VSOutput vertexMain(uint VertexIndex: SV_VertexID) { VSOutput output; output.UVW = float3((VertexIndex << 1) & 2, VertexIndex & 2, VertexIndex & 2); output.Pos = float4(output.UVW.xy * 2.0f - 1.0f, 0.0f, 1.0f); return output; } [shader("fragment")] float4 fragmentMain(VSOutput input) { return float4(starField(input.UVW), 1.0); }