#version 150 #ifdef GL_ES precision mediump float; #endif in vec4 v_color; in vec2 v_texCoords; uniform sampler2D u_texture; // world texture, has alpha value that is meaningful uniform sampler2D tex1; // glow texture, SHOULD contain alpha of all 1.0 out vec4 fragColor; const vec2 boolean = vec2(0.0, 1.0); uniform vec2 drawOffset; // value of the 'gradY' uniform vec2 drawOffsetSize; // value of the 'gradH' uniform vec2 skyboxUV1; // (u, v) for the skybox drawing uniform vec2 skyboxUV2; // (u2, v2) for the skybox drawing uniform vec2 tex1Size = vec2(4096.0); uniform vec2 astrumScroll = vec2(0.0); uniform vec4 randomNumber = vec4(0.0); vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec2 mod289(vec2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } vec3 permute(vec3 x) { return mod289(((x*34.0)+10.0)*x); } float snoise(vec2 v) { const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0 0.366025403784439, // 0.5*(sqrt(3.0)-1.0) -0.577350269189626, // -1.0 + 2.0 * C.x 0.024390243902439); // 1.0 / 41.0 // First corner vec2 i = floor(v + dot(v, C.yy) ); vec2 x0 = v - i + dot(i, C.xx); // Other corners vec2 i1; //i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0 //i1.y = 1.0 - i1.x; i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0); // x0 = x0 - 0.0 + 0.0 * C.xx ; // x1 = x0 - i1 + 1.0 * C.xx ; // x2 = x0 - 1.0 + 2.0 * C.xx ; vec4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; // Permutations i = mod289(i); // Avoid truncation effects in permutation vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 )) + i.x + vec3(0.0, i1.x, 1.0 )); vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0); m = m*m ; m = m*m ; // Gradients: 41 points uniformly over a line, mapped onto a diamond. // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287) vec3 x = 2.0 * fract(p * C.www) - 1.0; vec3 h = abs(x) - 0.5; vec3 ox = floor(x + 0.5); vec3 a0 = x - ox; // Normalise gradients implicitly by scaling m // Approximation of: m *= inversesqrt( a0*a0 + h*h ); m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h ); // Compute final noise value at P vec3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return (65.0 * dot(m, g)) + 0.5; } vec4 snoise4(vec2 v) { return vec4( (snoise(v + randomNumber.xy) + snoise(v + randomNumber.zx)) * 0.5, (snoise(v + randomNumber.zw) + snoise(v + randomNumber.yw)) * 0.5, (snoise(v + randomNumber.xz) + snoise(v + randomNumber.yx)) * 0.5, (snoise(v + randomNumber.yw) + snoise(v + randomNumber.wz)) * 0.5 // triangular distribution ); } vec4 random(vec2 p) { vec2 K1 = vec2( 23.14069263277926, // e^pi (Gelfond's constant) 2.665144142690225 // 2^sqrt(2) (Gelfond-Schneider constant) ); return vec4( fract(cos(dot(p + randomNumber.xy, K1)) * 12345.6789), fract(cos(dot(p + randomNumber.zw, K1)) * 12345.6789), fract(cos(dot(p + randomNumber.xz, K1)) * 12345.6789), fract(cos(dot(p + randomNumber.yw, K1)) * 12345.6789) ); } // TODO the "grain" needs to be larger // draw call to this function must use UV coord of (0,0,1,1)! void main(void) { vec2 skyboxTexCoord = mix(skyboxUV1, skyboxUV2, v_texCoords); vec2 astrumTexCoord = (v_texCoords * drawOffsetSize + drawOffset + astrumScroll) / tex1Size; vec4 randomness = snoise4(gl_FragCoord.xy * 0.16) * 2.0; // multiply by 2 so that the "density" of the stars would be same as the non-random version vec4 colorTex0 = texture(u_texture, skyboxTexCoord); vec4 colorTex1 = texture(tex1, astrumTexCoord) * randomness; fragColor = (max(colorTex0, colorTex1) * boolean.yyyx) + boolean.xxxy; // fragColor = colorTex1; // fragColor = randomness * boolean.yyyx + boolean.xxxy; }