Files
Reimagined/shaderpacks/Reimagined - Low/shaders/lib/atmospherics/stars.glsl
T
2026-05-07 21:38:27 +03:00

95 lines
3.2 KiB
GLSL

#if !defined STARS_FILE_INCLUDED
#define STARS_FILE_INCLUDED
#include "/lib/colors/skyColors.glsl"
#include "/lib/shaderSettings/stars.glsl"
vec2 GetStarCoord(vec3 viewPos, float sphereness) {
vec3 wpos = normalize((gbufferModelViewInverse * vec4(viewPos * 1000.0, 1.0)).xyz);
float ySign = sign(wpos.y);
float yMagnitude = abs(wpos.y);
vec3 adjustedWpos = vec3(wpos.x, yMagnitude, wpos.z);
vec3 starCoord = adjustedWpos / (adjustedWpos.y + length(adjustedWpos.xz) * sphereness);
if (ySign >= 0.0) {
starCoord.x += 0.006 * syncedTime; // Top hemisphere (original direction)
} else {
starCoord.x = starCoord.x - 0.006 * syncedTime + 0.37; // Bottom hemisphere with offset
starCoord.z += 0.21;
}
return starCoord.xz;
}
vec3 GetStars(vec2 starCoord, float VdotU, float VdotS, float sizeMult, float starAmount) {
#if NIGHT_STAR_AMOUNT == 0
return vec3(0.0, 0.0, 0.0);
#endif
float starsAroundSun = 1.0;
#ifdef CELESTIAL_BOTH_HEMISPHERES
float starBelowHorizonBrightness = 1.0;
float horizonFactor = exp(-pow(VdotU / 0.1, 2.0));
#ifdef SUN_MOON_HORIZON
starsAroundSun = max0(sign(VdotU));
#endif
#else
if (VdotU < 0.0) return vec3(0.0);
float starBelowHorizonBrightness = min1(VdotU * 3.0);
float horizonFactor = 0.0;
#endif
starCoord *= 0.2 / (STAR_SIZE * sizeMult);
const float starFactor = 1024.0;
vec2 fractPart = fract(starCoord * starFactor);
starCoord = floor(starCoord * starFactor) / starFactor;
float star = GetStarNoise(starCoord.xy) * GetStarNoise(starCoord.xy+0.1) * GetStarNoise(starCoord.xy+0.23);
#if NIGHT_STAR_AMOUNT == 1
star -= 0.82;
star *= 2.0;
#elif NIGHT_STAR_AMOUNT == 2
star -= 0.7;
#elif NIGHT_STAR_AMOUNT == 3
star -= 0.62;
star *= 0.75;
#elif NIGHT_STAR_AMOUNT == 4
star -= 0.52;
star *= 0.55;
#endif
star = max0(star - starAmount * 0.1);
star *= getStarEdgeFactor(fractPart, STAR_ROUNDNESS_OW / 10.0, STAR_SOFTNESS_OW);
star *= star;
star *= max0(1.0 - pow(abs(VdotS) * 1.002, 100.0) * starsAroundSun) * starBelowHorizonBrightness - horizonFactor * 0.5;
#ifndef DAYLIGHT_STARS
star *= pow2(pow2(invNoonFactor2)) * (1.0 - 0.5 * sunVisibility);
#endif
#ifdef CLEAR_SKY_WHEN_RAINING
star *= min1(invRainFactor + 0.4);
#else
star *= invRainFactor;
#endif
vec3 starColor = GetStarColor(starCoord,
vec3(0.38, 0.4, 0.5),
vec3(STAR_COLOR_1_OW_R, STAR_COLOR_1_OW_G, STAR_COLOR_1_OW_B),
vec3(STAR_COLOR_2_OW_R, STAR_COLOR_2_OW_G, STAR_COLOR_2_OW_B),
vec3(STAR_COLOR_3_OW_R, STAR_COLOR_3_OW_G, STAR_COLOR_3_OW_B),
float(STAR_COLOR_VARIATION_OW));
vec3 stars = 40.0 * star * starColor * starBrightness;
#if TWINKLING_STARS > 0
stars *= getTwinklingStars(starCoord, float(TWINKLING_STARS));
#endif
return stars;
}
#endif