2017-06-08 04:19:41 +00:00
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#extension GL_OES_standard_derivatives : enable
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2017-06-10 17:34:08 +00:00
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varying float vTime;
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varying vec2 vResolution;
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2017-06-08 04:19:41 +00:00
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#define M_PI 3.1415926535897932384626433832795
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2017-06-10 17:34:08 +00:00
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//#define vTime (vTime * vTime * 0.05)
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2017-06-08 04:19:41 +00:00
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vec2 rand2(vec2 p)
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{
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p = vec2(dot(p, vec2(102.9898,78.233)), dot(p, vec2(26.65125, 83.054543)));
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return fract(sin(p) * 43758.5453);
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}
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float rand(vec2 p)
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{
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return fract(sin(dot(p.xy ,vec2(505.90898,18.233))) * 43037.5453);
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}
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// Thanks to David Hoskins https://www.shadertoy.com/view/4djGRh
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float stars(in vec2 x, float numCells, float size, float br)
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{
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vec2 n = x * numCells;
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vec2 f = floor(n);
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float d = 1.0e10;
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for (int i = -1; i <= 1; ++i)
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{
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for (int j = -1; j <= 1; ++j)
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{
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vec2 g = f + vec2(float(i), float(j));
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g = n - g - rand2(mod(g, numCells)) + rand(g);
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// Control size
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g *= 1. / (numCells * size);
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d = min(d, dot(g, g));
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}
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}
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return br * (smoothstep(.95, 1., (1. - sqrt(d))));
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}
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void main()
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{
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2017-06-10 17:34:08 +00:00
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float res = max(vResolution.y, vResolution.y);
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2017-06-08 04:19:41 +00:00
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2017-06-10 17:34:08 +00:00
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vec2 coord = gl_FragCoord.xy / vResolution;
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2017-06-08 04:19:41 +00:00
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vec2 tmp = coord;
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coord.x = tmp.y;
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coord.y = tmp.x;
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vec3 result = vec3(0.);
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2017-06-10 17:34:08 +00:00
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result += stars(vec2(coord.x + vTime * 2.00,coord.y) , 1., 0.10, 2.) * vec3(.74, .74, .74);
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result += stars(vec2(coord.x + vTime * 1.10,coord.y) , 1., 0.10, 2.) * vec3(.74, .74, .74);
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result += stars(vec2(coord.x + vTime * 0.8,coord.y) , 1., 0.10, 2.) * vec3(.74, .74, .74);
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result += stars(vec2(coord.x + vTime * 0.5,coord.y) , 2., 0.09, 2.) * vec3(.74, .74, .74);
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result += stars(vec2(coord.x + vTime * 0.2,coord.y) , 4., 0.08, 2.) * vec3(.74, .74, .74);
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result += stars(vec2(coord.x + vTime * 0.05,coord.y), 8., 0.05, 1.) * vec3(.74, .74, .74);
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result += stars(vec2(coord.x + vTime * 0.025,coord.y), 10., 0.05,0.8) * vec3(.95, .95, .95);
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2017-06-08 04:19:41 +00:00
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result += stars(coord , 20., 0.025, 0.5) * vec3(.9, .9, .95);
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gl_FragColor = vec4(result,1.);
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// bar layer open scene ;
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2017-06-10 17:34:08 +00:00
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// vec2 bl = gl_FragCoord.xy / vResolution.xy;
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2017-06-08 04:19:41 +00:00
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2017-06-10 17:34:08 +00:00
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// if(bl.y>.50-min(vTime/20.,0.4) ^^ bl.y<0.50+min(vTime/20.0,.4)) gl_FragColor = vec4(0.0,sqrt(coord.y+0.1),0.3,1.0);
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2017-06-08 04:19:41 +00:00
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}
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