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space-capture/scenes/backgrounds/background_stars.gdshader
2024-08-24 18:00:26 +02:00

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shader_type canvas_item;
// Max 1 star for each cell, star size cannot be bigger than cell size.
const float CELL_SIZE = 8.;
const float MIN_STAR_SIZE = 1.;
const float MAX_STAR_SIZE = 6.;
const float START_DENSITY = .15; // Between 0 and 1.
const float MIN_STAR_BRIGHTNESS = .10;
const float MAX_STAR_BRIGHTNESS = 1.;
const bool ALIGN_TO_PIXEL = true;
const float INV_CELL_SIZE = 1. / CELL_SIZE;
const float INV_MIN_STAR_SIZE = 1. / MIN_STAR_SIZE;
const float INV_MAX_STAR_SIZE = 1. / MAX_STAR_SIZE;
vec3 srgb_to_linear(vec3 col) {
return pow(col, vec3(2.2));
}
vec3 linear_to_srgb(vec3 col) {
return pow(col, vec3(1. / 2.2));
}
vec4 blend_additive(vec4 bg, vec4 fg) {
vec4 dst = vec4(srgb_to_linear(bg.rgb), bg.a);
vec4 src = vec4(srgb_to_linear(fg.rgb), fg.a);
// glBlendEquation(GL_FUNC_ADD)
// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
vec4 res = src * src.a + dst * (1. - src.a);
return vec4(linear_to_srgb(res.rgb), res.a);
}
float rand(vec2 co){
return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453);
}
void fragment() {
vec2 center_cell;
vec2 pos_inside_center_cell = modf(FRAGCOORD.xy * INV_CELL_SIZE, center_cell);
vec4 color = vec4(0., 0., 0., 0.);
for (float y = -1.; y < 1.5; y++) {
for (float x = -1.; x < 1.5; x++) {
vec2 cell = center_cell + vec2(x, y);
vec2 pos_inside_cell = pos_inside_center_cell - vec2(x, y);
bool cell_has_star = rand(cell * .0101) < START_DENSITY;
if (!cell_has_star)
continue;
vec2 star_pos_inside_cell = vec2(rand(cell * .0112), rand(cell * .0123));
if (ALIGN_TO_PIXEL)
star_pos_inside_cell = floor(star_pos_inside_cell * CELL_SIZE) * INV_CELL_SIZE + INV_CELL_SIZE/2.; // Align to pixel.
vec2 relative_pos = pos_inside_cell - star_pos_inside_cell;
float dist_to_star = (cell_has_star ? 0. : 999.) + length(relative_pos);
float inv_star_size = mix(INV_MIN_STAR_SIZE, INV_MAX_STAR_SIZE, rand(cell * .0134));
float adjusted_shape = dist_to_star + min(abs(relative_pos.x), abs(relative_pos.y));
float pos_brightness = max(0., 1. - adjusted_shape * CELL_SIZE * inv_star_size);
float star_brightness = mix(MIN_STAR_BRIGHTNESS, MAX_STAR_BRIGHTNESS, rand(cell * 0.145));
vec2 rg = vec2(rand(cell * .0156), rand(cell * .0167));
vec3 star_color = vec3(rg, max(0., 1. - rg.r - rg.g));
star_color = mix(vec3(1.), star_color, .3);
color = blend_additive(color, vec4(star_color, pos_brightness * star_brightness));
}
}
COLOR = vec4(color.rgb, min(1., color.a));
}