// Star Nest by Pablo Román Andrioli // This content is under the MIT License. precision mediump float; #define iterations 15 #define formuparam 0.53 #define volsteps 12 #define stepsize 0.11 #define zoom 0.800 #define tile 0.850 #define brightness 0.0015 #define darkmatter 0.300 #define distfading 0.770 #define saturation 0.900 uniform vec2 resolution; uniform vec2 offset; uniform float scale; void main() { //get coords and direction vec2 uv=gl_FragCoord.xy/resolution.xy-.5; uv.y*=resolution.y/resolution.x; vec3 dir=vec3(uv*zoom*20./pow(scale,0.5),1.); vec3 from=vec3(4.+offset.x*0.05,-2.+offset.y*0.05,-2.5-1.0/scale); //volumetric rendering float s=0.1,fade=1.; vec3 v=vec3(0.); for (int r=0; r6) fade*=1.-dm; // dark matter, don't render near //v+=vec3(dm,dm*.5,0.); v+=fade; v+=vec3(s,s*s,s*s*s*s)*a*brightness*fade; // coloring based on distance fade*=distfading; // distance fading s+=stepsize; } v=mix(vec3(length(v)),v,saturation); //color adjust gl_FragColor = vec4(v*.01,1.); }