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2025-01-04 00:34:03 +01:00
parent 41829408dc
commit 0ca14bbc19
18111 changed files with 1871397 additions and 0 deletions

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/**
* A disco like star light.
*/
class StarLightColorationShader extends AdaptiveColorationShader {
/** @override */
static forceDefaultColor = true;
/** @override */
static fragmentShader = `
${this.SHADER_HEADER}
${this.PERCEIVED_BRIGHTNESS}
${this.PRNG}
${this.NOISE}
${this.FBM(2, 1.0)}
vec2 transform(in vec2 uv, in float dist) {
float t = time * 0.20;
float cost = cos(t);
float sint = sin(t);
mat2 rotmat = mat2(cost, -sint, sint, cost);
uv *= rotmat;
return uv;
}
float makerays(in vec2 uv, in float t) {
vec2 uvn = normalize(uv * (uv + t)) * (5.0 + intensity);
return max(clamp(0.5 * tan(fbm(uvn - t)), 0.0, 2.25),
clamp(3.0 - tan(fbm(uvn + t * 2.0)), 0.0, 2.25));
}
float starlight(in float dist) {
vec2 uv = (vUvs - 0.5);
uv = transform(uv, dist);
float rays = makerays(uv, time * 0.5);
return pow(1.0 - dist, rays) * pow(1.0 - dist, 0.25);
}
void main() {
${this.FRAGMENT_BEGIN}
finalColor = clamp(color * starlight(dist) * colorationAlpha, 0.0, 1.0);
${this.COLORATION_TECHNIQUES}
${this.ADJUSTMENTS}
${this.FALLOFF}
${this.FRAGMENT_END}
}
`;
}