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