| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293 |
- #version 450
- layout (local_size_x = 16, local_size_y = 16) in;
- layout(rgba8,set = 0, binding = 0) uniform image2D image;
- //push constants block
- layout( push_constant ) uniform constants
- {
- vec4 data1;
- vec4 data2;
- vec4 data3;
- vec4 data4;
- } PushConstants;
- // License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
- // Return random noise in the range [0.0, 1.0], as a function of x.
- float Noise2d( in vec2 x )
- {
- float xhash = cos( x.x * 37.0 );
- float yhash = cos( x.y * 57.0 );
- return fract( 415.92653 * ( xhash + yhash ) );
- }
- // Convert Noise2d() into a "star field" by stomping everthing below fThreshhold to zero.
- float NoisyStarField( in vec2 vSamplePos, float fThreshhold )
- {
- float StarVal = Noise2d( vSamplePos );
- if ( StarVal >= fThreshhold )
- StarVal = pow( (StarVal - fThreshhold)/(1.0 - fThreshhold), 6.0 );
- else
- StarVal = 0.0;
- return StarVal;
- }
- // Stabilize NoisyStarField() by only sampling at integer values.
- float StableStarField( in vec2 vSamplePos, float fThreshhold )
- {
- // Linear interpolation between four samples.
- // Note: This approach has some visual artifacts.
- // There must be a better way to "anti alias" the star field.
- float fractX = fract( vSamplePos.x );
- float fractY = fract( vSamplePos.y );
- vec2 floorSample = floor( vSamplePos );
- float v1 = NoisyStarField( floorSample, fThreshhold );
- float v2 = NoisyStarField( floorSample + vec2( 0.0, 1.0 ), fThreshhold );
- float v3 = NoisyStarField( floorSample + vec2( 1.0, 0.0 ), fThreshhold );
- float v4 = NoisyStarField( floorSample + vec2( 1.0, 1.0 ), fThreshhold );
- float StarVal = v1 * ( 1.0 - fractX ) * ( 1.0 - fractY )
- + v2 * ( 1.0 - fractX ) * fractY
- + v3 * fractX * ( 1.0 - fractY )
- + v4 * fractX * fractY;
- return StarVal;
- }
- void mainImage( out vec4 fragColor, in vec2 fragCoord )
- {
- vec2 iResolution = imageSize(image);
- // Sky Background Color
- vec3 vColor = vec3( 0.1, 0.2, 0.4 ) * fragCoord.y / iResolution.y;
- // Note: Choose fThreshhold in the range [0.99, 0.9999].
- // Higher values (i.e., closer to one) yield a sparser starfield.
- float StarFieldThreshhold = 0.97;
- // Stars with a slow crawl.
- float xRate = 0.2;
- float yRate = -0.06;
- vec2 vSamplePos = fragCoord.xy + vec2( xRate * float( 1 ), yRate * float( 1 ) );
- float StarVal = StableStarField( vSamplePos, StarFieldThreshhold );
- vColor += vec3( StarVal );
-
- fragColor = vec4(vColor, 1.0);
- }
- void main()
- {
- vec4 value = vec4(0.0, 0.0, 0.0, 1.0);
- ivec2 texelCoord = ivec2(gl_GlobalInvocationID.xy);
- ivec2 size = imageSize(image);
- if(texelCoord.x < size.x && texelCoord.y < size.y)
- {
- vec4 color;
- mainImage(color,texelCoord);
-
- imageStore(image, texelCoord, color);
- }
- }
|