LybOutlines/shaders/lib/atmospherics/stars.glsl
2024-06-25 14:45:54 +02:00

39 lines
No EOL
1.2 KiB
GLSL

#include "/lib/colors/skyColors.glsl"
float GetStarNoise(vec2 pos) {
return fract(sin(dot(pos, vec2(12.9898, 4.1414))) * 43758.54953);
}
vec2 GetStarCoord(vec3 viewPos, float sphereness) {
vec3 wpos = normalize((gbufferModelViewInverse * vec4(viewPos * 1000.0, 1.0)).xyz);
vec3 starCoord = wpos / (wpos.y + length(wpos.xz) * sphereness);
starCoord.x += 0.006 * syncedTime;
return starCoord.xz;
}
vec3 GetStars(vec2 starCoord, float VdotU, float VdotS) {
if (VdotU < 0.0) return vec3(0.0);
starCoord *= 0.2;
float starFactor = 1024.0;
starCoord = floor(starCoord * starFactor) / starFactor;
float star = 1.0;
star *= GetStarNoise(starCoord.xy);
star *= GetStarNoise(starCoord.xy+0.1);
star *= GetStarNoise(starCoord.xy+0.23);
#if NIGHT_STAR_AMOUNT == 2
star -= 0.7;
#else
star -= 0.6;
star *= 0.65;
#endif
star = max0(star);
star *= star;
star *= min1(VdotU * 3.0) * max0(1.0 - pow(abs(VdotS) * 1.002, 100.0));
star *= invRainFactor * pow2(pow2(invNoonFactor2)) * (1.0 - 0.5 * sunVisibility);
return 40.0 * star * vec3(0.38, 0.4, 0.5);
}