procedural-3d-engine/shaders/slang/multithreading/starsphere.slang
2025-05-19 21:42:08 +02:00

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/* 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 VSInput
{
float3 Pos;
}
struct VSOutput
{
float4 Pos : SV_POSITION;
float3 UVW;
};
[shader("vertex")]
VSOutput vertexMain(VSInput input, uniform float4x4 mvp)
{
VSOutput output;
output.UVW = input.Pos;
output.Pos = mul(mvp, float4(input.Pos.xyz, 1.0));
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
// Fake atmosphere at the bottom
float3 atmosphere = clamp(float3(0.1, 0.15, 0.4) * (input.UVW.y + 0.25), 0.0, 1.0);
float3 color = starField(input.UVW) + atmosphere;
return float4(color, 1.0);
}