Update comments, apply brightness -- which had been mistakenly removed

This commit is contained in:
2025-10-22 12:18:23 -06:00
parent 8ae6198423
commit 39dbc43cbd
2 changed files with 10 additions and 2 deletions

View File

@@ -41,8 +41,16 @@ void fragment() {
// 1 = more stars // 1 = more stars
// we add shift and speed to the uv value, and apply a simple parallax equation // we add shift and speed to the uv value, and apply a simple parallax equation
// in order to get movement (as defined by the vec2 `speed` // in order to get movement (as defined by the vec2 `speed`
stars += pow(texture(noise_texture, uv + shift + speed * (1.0 - float(i) * 0.1)).r, density); stars += pow(texture(noise_texture, uv + shift + speed * (1.0 - float(i) * 0.1)).r, density) * brightness;
// convert this into a vec3
new_stars = vec3(stars); new_stars = vec3(stars);
// using the y value of the UV coordinates, we can thereby
// do a "random" function on that y value
// (as we wont apply a vertical motion to this field).
// from there, we can set the "ratios" of different stars, depending on the y value of the
// 'star' as it moves horizontally (delta(y) = 0)
// ---
// in theory, we can give each star a quasi-unique color by applying the same logic, and setting the RGB values accordingly
if (rand_y(uv) >= upper_tolerance_for_star_color){ if (rand_y(uv) >= upper_tolerance_for_star_color){
new_stars.g -= 0.2; new_stars.g -= 0.2;
new_stars.r -= 1.0; new_stars.r -= 1.0;

View File

@@ -13,7 +13,7 @@ noise = SubResource("FastNoiseLite_mfsqn")
shader = ExtResource("2_mfsqn") shader = ExtResource("2_mfsqn")
shader_parameter/resolution = Vector2(1270, 720) shader_parameter/resolution = Vector2(1270, 720)
shader_parameter/noise_texture = SubResource("NoiseTexture2D_2bx6i") shader_parameter/noise_texture = SubResource("NoiseTexture2D_2bx6i")
shader_parameter/density = 20.0 shader_parameter/density = 31.40000045299648
shader_parameter/speed_x = 0.005 shader_parameter/speed_x = 0.005
shader_parameter/speed_y = 0.0 shader_parameter/speed_y = 0.0
shader_parameter/layers = 5.0 shader_parameter/layers = 5.0