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space-capture/scenes/background_nebula/background_nebula.gdshader

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2024-08-10 08:54:21 +02:00
shader_type canvas_item;
uniform sampler2D noise: repeat_enable;
float rand(vec2 co){
return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453);
}
void fragment() {
vec3 nebula = vec3(texture(noise, FRAGCOORD.xy * .0005).r, texture(noise, FRAGCOORD.xy * .0005 + 0.1).r, texture(noise, FRAGCOORD.xy * .0005 + 0.2).r) * 0.05;
vec3 star = (rand(FRAGCOORD.xy * .01) < 0.1 && rand(FRAGCOORD.xy * .02) < .01) ? vec3(rand(FRAGCOORD.xy * .03)) : vec3(0.);
COLOR = vec4(nebula + star, 1.);
}