#ifdef GL_ES precision highp float; #endif IN(0) vec2 tex_coord_0; UNIFORM_BEGIN UNIFORM_V(vec2 scale) UNIFORM_V(mat4 projection) UNIFORM_F(vec2 sky_offset) UNIFORM_F(vec3 nebula_color) UNIFORM_END FRAG_COLOR_OUT(frag_color) const float PHI = 1.61803398874989484820459; // Golden Ratio float random(vec2 p) { float sd = sin(dot(p, vec2(54.90898, 18.233))); return fract(sd * 2671.6182); } float random2(in vec2 xy) { return fract(tan(distance(xy * PHI, xy)) * (xy.x + 0.1)); } float nebula(in vec2 p) { vec2 i = floor(p); vec2 f = fract(p); float a = random2(i); float b = random2(i + vec2(1.0, 0.0)); float c = random2(i + vec2(0.0, 1.0)); float d = random2(i + vec2(1.0, 1.0)); vec2 u = smoothstep(0.0, 1.0, f); return mix(a, b, u.x) + (c - a)* u.y * (1.0 - u.x) + (d - b) * u.x * u.y; } float stars(in vec2 p, float num_cells, float size) { vec2 n = p * num_cells; vec2 i = floor(n); vec2 a = n - i - random(i); a /= num_cells * size; float e = dot(a, a); return smoothstep(0.94, 1.0, (1.0 - e * 35.0)); } void main() { vec2 layer1_coord = tex_coord_0 + PARAM(sky_offset); vec2 layer2_coord = tex_coord_0 + PARAM(sky_offset) * 0.7; vec3 result = vec3(0.); float c = nebula(layer2_coord * 3.0) * 0.35 - 0.05; result += PARAM(nebula_color) * floor(c * 60.0) / 60.0; c = stars(layer1_coord, 8.0, 0.05); result += vec3(0.97, 0.74, 0.74) * c; c = stars(layer2_coord, 16.0, 0.025) * 0.5; result += vec3(0.9, 0.9, 0.95) * c; FRAG_COLOR(frag_color) = vec4(result, 1.0); }