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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));
}
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