39 lines
No EOL
918 B
GLSL
39 lines
No EOL
918 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()
|
|
{
|
|
// Fake atmosphere at the bottom
|
|
vec3 atmosphere = clamp(vec3(0.1, 0.15, 0.4) * (inUVW.t + 0.25), 0.0, 1.0);
|
|
|
|
vec3 color = starField(inUVW) + atmosphere;
|
|
|
|
outFragColor = vec4(color, 1.0);
|
|
} |