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path: root/src/main/resources/shaders/vista_night.glsl
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#version 430
layout(local_size_x = 1, local_size_y = 1) in;

#include <sdf>
#include <noise>
#include <utils>

uniform float seconds = 0;
layout(rgba8) uniform writeonly image2D output_image;

uniform float antialiasing = 0.28;
uniform bool enable_antialiasing = true;

vec3 image(vec2 uv) {
  const vec3 mooncolor = srgb(1, 0.86, 0.99);
  const vec3 starcolor = srgb(1, 0.86, 0.99);
  const vec3 m1color = srgb(0.1, 0.1, 0.2);
  const vec3 m2color = srgb(0.15, 0.16, 0.3);
  const vec3 m3color = srgb(0.16, 0.18, 0.36);
  const vec3 m4color = srgb(0.21, 0.23, 0.42);

  vec3 color = srgb(0.06, 0.07, 0.1);

  {
    vec2 p = uv;
    float gap = 0.06;
    vec2 id = round(p / gap);
    p -= id * gap;
    float starry = sdf_circle(p - 0.06 * vec2(fbm(id * 100), fbm(id * 200)), 0.0015);
    color = mix(color, starcolor, step(starry, 0));
  }

  {
    vec2 p = uv - vec2(-0.26, 0.2);
    float moon = sdf_circle(p, 0.06);
    float moonshadow = sdf_circle(p - 0.02, 0.06);
    color = mix(color, mooncolor, step(max(-moonshadow, moon), 0));
  }

  float yoff = 0;
  {
    yoff -= 0.10;
    float v = yoff + uv.y - sin(smoothstep(uv.x, 1.6, 0.6) * (20 - 4 * fbm(uv * 2))) * (0.01 + 0.02 * fbm(uv * 3));
    color = mix(color, m1color, step(v, 0));
  }
  {
    yoff += 0.08;
    float v = yoff + uv.y - sin(smoothstep(-uv.x + 0.09, 1.1, 0.5) * 18) * 0.02;
    color = mix(color, m2color, step(v, 0));
  }
  {
    yoff += 0.08;
    float v = yoff + uv.y - sin(smoothstep(uv.x - 0.06, 1.1, 0.8) * 20) * 0.03;
    color = mix(color, m3color, step(v, 0));
  }
  {
    yoff += 0.12;
    float v = yoff + uv.y - sin(smoothstep(-uv.x + 0.03, 1.1, 0.8) * 20) * 0.02;
    color = mix(color, m4color, step(v, 0));
  }

  return color;
}

vec3 antialiased_image(vec2 uv) {
  vec2 resolution = vec2(imageSize(output_image).xy);
  float s = antialiasing / max(resolution.x, resolution.y);
  vec3 sum = vec3(0);
  int count = 0;
  for (int i = -2; i < 2; i++)
    for (int j = -2; j < 2; j++, count++)
      sum += image(uv + vec2(i, j) * s);
  return sum / count;
}

void main() {
  vec2 resolution = vec2(imageSize(output_image).xy);
  float aspect_ratio = resolution.y / resolution.x;
  vec2 uv = (gl_GlobalInvocationID.xy - resolution / 2) * vec2(1.0, aspect_ratio) / resolution;

  vec3 color = enable_antialiasing ? antialiased_image(uv) : image(uv);

  imageStore(output_image, ivec2(gl_GlobalInvocationID.xy), vec4(color, 1));
}