mirror of
https://github.com/overte-org/overte.git
synced 2025-08-09 19:52:26 +02:00
76 lines
2 KiB
Text
76 lines
2 KiB
Text
<@include gpu/Config.slh@>
|
|
<$VERSION_HEADER$>
|
|
// Generated on <$_SCRIBE_DATE$>
|
|
// stars.frag
|
|
// fragment shader
|
|
//
|
|
// Created by Bradley Austin Davis on 2015/06/19
|
|
|
|
varying vec2 varTexcoord;
|
|
varying vec3 varNomral;
|
|
varying vec3 varPosition;
|
|
|
|
|
|
const int star_iterations = 14;
|
|
const float time_scale = 0.2;
|
|
const vec3 col_star = vec3( 1.0, 0.7, 0.5 );
|
|
|
|
float hash( float n ) { return fract(sin(n)*123.456789); }
|
|
|
|
vec2 rotate( in vec2 uv, float a)
|
|
{
|
|
float c = cos( a );
|
|
float s = sin( a );
|
|
return vec2( c * uv.x - s * uv.y, s * uv.x + c * uv.y );
|
|
}
|
|
|
|
float noise( in vec3 p )
|
|
{
|
|
vec3 fl = floor( p );
|
|
vec3 fr = fract( p );
|
|
fr = fr * fr * ( 3.0 - 2.0 * fr );
|
|
|
|
float n = fl.x + fl.y * 157.0 + 113.0 * fl.z;
|
|
return mix( mix( mix( hash( n + 0.0), hash( n + 1.0 ), fr.x ),
|
|
mix( hash( n + 157.0), hash( n + 158.0 ), fr.x ), fr.y ),
|
|
mix( mix( hash( n + 113.0), hash( n + 114.0 ), fr.x ),
|
|
mix( hash( n + 270.0), hash( n + 271.0 ), fr.x ), fr.y ), fr.z );
|
|
}
|
|
|
|
float fbm( in vec2 p, float t )
|
|
{
|
|
float f;
|
|
f = 0.5000 * noise( vec3( p, t ) ); p *= 2.1;
|
|
f += 0.2500 * noise( vec3( p, t ) ); p *= 2.2;
|
|
f += 0.1250 * noise( vec3( p, t ) ); p *= 2.3;
|
|
f += 0.0625 * noise( vec3( p, t ) );
|
|
return f;
|
|
}
|
|
|
|
vec3 doBackgroundStars( in vec3 dir )
|
|
{
|
|
vec3 n = abs( dir );
|
|
vec2 uv = ( n.x > n.y && n.x > n.z ) ? dir.yz / dir.x:
|
|
( n.y > n.x && n.y > n.z ) ? dir.zx / dir.y:
|
|
dir.xy / dir.z;
|
|
|
|
float f = 0.0;
|
|
|
|
for( int i = 0 ; i < star_iterations; ++i )
|
|
{
|
|
uv = rotate( 1.07 * uv + vec2( 0.7 ), 0.5 );
|
|
|
|
float t = 10. * uv.x * uv.y;
|
|
vec2 u = cos( 100. * uv ) * fbm( 10. * uv, 0.0 );
|
|
f += smoothstep( 0.5, 0.55, u.x * u.y ) * ( 0.25 * sin( t ) + 0.75 );
|
|
}
|
|
|
|
return f * col_star;
|
|
}
|
|
|
|
void main(void) {
|
|
vec3 c = doBackgroundStars( normalize(varPosition) );
|
|
c = pow( c, vec3( 0.4545 ) );
|
|
gl_FragColor = vec4( c, 1.0 );
|
|
}
|
|
|