mirror of
https://github.com/PixelGuys/Cubyz.git
synced 2025-08-03 19:28:49 -04:00

* really bad and inefficient star code i think * add stars that dont work during the day but look cool * remove galaxy shape and replace it with a simple sphere * add broken background * make stars affected by fog * make the stars additive * remove commented code in shaders * remove unused variables in the shader * make the stars spin * make stars not have bloom * fix formatting * temp changes * fix formatting (still temp changes) * switch to cubyz random numbers * multiply star matrix in cpu instead of gpu * changed star to be twice as big, not affect by resolution as much, and also be loaded from a texture * remove trailing whitespaces * remove unused constants * simplify the code by removing a log and power * optimizing the stars * remove debug code * make stars triangles instead of points * simplify the math more * give star ssbo unique id * fix formatting issues * make array multiline * fix formatting * remove files i accidentally added * remove random obj file * fix some issues * use square distance * fix formatting * small change * fix some stuff * fix other things * comp error * more stuff * fix some stuff with the stars * test * fix formatting * fix more formatting * test 2 * fixes * changes * changes * fix formatting * fixes * remove patch
30 lines
563 B
GLSL
30 lines
563 B
GLSL
#version 430
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struct star {
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vec4 vertexPositions[3];
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vec3 pos;
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float padding1;
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vec3 color;
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float padding2;
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};
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layout (std430, binding = 12) buffer _starBuffer {
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star starData[];
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};
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uniform mat4 mvp;
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uniform float starOpacity;
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out vec3 pos;
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out flat vec3 centerPos;
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out flat vec3 color;
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void main() {
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gl_Position = mvp*vec4(starData[gl_VertexID/3].vertexPositions[gl_VertexID%3].xyz, 1);
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pos = starData[gl_VertexID/3].vertexPositions[gl_VertexID%3].xyz;
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centerPos = starData[gl_VertexID/3].pos;
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color = starData[gl_VertexID/3].color*starOpacity;
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}
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