Bliss-Shader/shaders/lib/stars.glsl
WoMspace 539dafc8d2 More jitter DOF stuff
blur sky, and improve DOF a tiny bit, add a focus strength slider and focal point indicator. also tweaked the clouds a little
2023-01-16 04:42:52 +00:00

49 lines
1.7 KiB
GLSL

//Original star code : https://www.shadertoy.com/view/Md2SR3 , optimised
// Return random noise in the range [0.0, 1.0], as a function of x.
float hash12(vec2 p)
{
vec3 p3 = fract(vec3(p.xyx) * 0.1031);
p3 += dot(p3, p3.yzx + 19.19);
return fract((p3.x + p3.y) * p3.z);
}
// Convert Noise2d() into a "star field" by stomping everthing below fThreshhold to zero.
float NoisyStarField( in vec2 vSamplePos, float fThreshhold )
{
float StarVal = hash12( vSamplePos );
StarVal = clamp(StarVal/(1.0 - fThreshhold) - fThreshhold/(1.0 - fThreshhold),0.0,1.0);
return StarVal;
}
// Stabilize NoisyStarField() by only sampling at integer values.
float StableStarField( in vec2 vSamplePos, float fThreshhold )
{
// Linear interpolation between four samples.
// Note: This approach has some visual artifacts.
// There must be a better way to "anti alias" the star field.
float fractX = fract( vSamplePos.x );
float fractY = fract( vSamplePos.y );
vec2 floorSample = floor( vSamplePos );
float v1 = NoisyStarField( floorSample, fThreshhold );
float v2 = NoisyStarField( floorSample + vec2( 0.0, 1.0 ), fThreshhold );
float v3 = NoisyStarField( floorSample + vec2( 1.0, 0.0 ), fThreshhold );
float v4 = NoisyStarField( floorSample + vec2( 1.0, 1.0 ), fThreshhold );
float StarVal = v1 * ( 1.0 - fractX ) * ( 1.0 - fractY )
+ v2 * ( 1.0 - fractX ) * fractY
+ v3 * fractX * ( 1.0 - fractY )
+ v4 * fractX * fractY;
return StarVal;
}
float stars(vec3 fragpos){
float elevation = clamp(fragpos.y,0.,1.);
vec2 uv = fragpos.xz/(2.0+elevation);
return StableStarField(uv*1500.,0.999)*0.5*(0.3-0.3*rainStrength);
}