procedural-3d-engine/shaders/glsl/instancing/starfield.frag
2023-05-09 21:03:02 +02:00

34 lines
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743 B
GLSL

#version 450
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()
{
outFragColor = vec4(starField(inUVW), 1.0);
}