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#include "/lib/shaderSettings/enderStars.glsl"
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vec3 GetEnderStars(vec3 viewPos, float VdotU, float sizeMult, float starAmount) {
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vec3 wpos = normalize((gbufferModelViewInverse * vec4(viewPos * 1000.0, 1.0)).xyz);
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vec3 starCoord = 0.65 * wpos / (abs(wpos.y) + length(wpos.xz));
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vec2 starCoord2 = starCoord.xz * 0.5 / (END_STAR_SIZE * sizeMult);
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starCoord2 += VdotU < 0.0 ? 100.0 : 0.0;
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const float starFactor = 1024.0;
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vec2 fractPart = fract(starCoord2 * starFactor);
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starCoord2 = floor(starCoord2 * starFactor) / starFactor;
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float star = GetStarNoise(starCoord2.xy) * GetStarNoise(starCoord2.xy+0.1) * GetStarNoise(starCoord2.xy+0.23);
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#if END_STAR_AMOUNT == 0
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star = max0(star - 0.77);
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#elif END_STAR_AMOUNT == 2
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star = max0((star + 0.15) * 0.9 - 0.7);
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#elif END_STAR_AMOUNT == 3
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star = max0((star + 0.4) * 0.8 - 0.7);
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#elif END_STAR_AMOUNT == 4
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star = max0((star + 0.5) * 0.8 - 0.7);
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#else
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star = max0(star - 0.7);
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#endif
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star *= getStarEdgeFactor(fractPart, STAR_ROUNDNESS_END / 10.0, STAR_SOFTNESS_END);
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star = max0(star - starAmount * 0.1);
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star *= star;
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vec3 starColor = GetStarColor(starCoord2,
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endSkyColor,
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vec3(STAR_COLOR_1_END_R, STAR_COLOR_1_END_G, STAR_COLOR_1_END_B),
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vec3(STAR_COLOR_2_END_R, STAR_COLOR_2_END_G, STAR_COLOR_2_END_B),
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vec3(STAR_COLOR_3_END_R, STAR_COLOR_3_END_G, STAR_COLOR_3_END_B),
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float(STAR_COLOR_VARIATION_END));
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vec3 enderStars = star * starColor * 3000.0 * END_STAR_BRIGHTNESS;
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float VdotUM1 = abs(VdotU);
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float VdotUM2 = pow2(1.0 - VdotUM1);
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enderStars *= VdotUM1 * VdotUM1 * (VdotUM2 + 0.015) + 0.015;
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#if END_TWINKLING_STARS > 0
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enderStars *= getTwinklingStars(starCoord2, float(END_TWINKLING_STARS));
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#endif
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return enderStars;
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}
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