precision mediump float; uniform sampler2D noise_sparse; uniform sampler2D noise_fine; uniform vec2 ires; uniform float scroll_speed; uniform float warp_boost; uniform float warp_opacity; uniform float time; const float noise_sparse_scale = 0.0007; const float noise_fine_scale = 0.004; const float warp_clouds_scale = 0.0003; const vec2 scroll_dir = vec2(1,0); const vec2 blink_scroll = vec2(50.0, 0); const float PI = 3.1415; void main() { vec2 uv=gl_FragCoord.xy/ires.xy; float scroll = scroll_speed * time; float sparse = texture2D(noise_sparse, (gl_FragCoord.xy + scroll_dir * scroll)*noise_sparse_scale).r; sparse = ((sparse * sparse) - 0.2) * 1.2; float fine = texture2D(noise_fine, (gl_FragCoord.xy + scroll_dir * scroll)*noise_fine_scale).r; fine = fine - 0.62; if (fine > 0.) { fine = fine * 10.0; } if (fine > 0.3) { float fine_blink_fade = texture2D(noise_sparse, (gl_FragCoord.xy + blink_scroll*time)*noise_sparse_scale).r; fine = fine - ((fine_blink_fade * fine_blink_fade) - 0.2) * 1.2; } vec4 clouds = vec4(vec3(0.3, 0.5, 0.7) * sparse, 1.0); vec4 stars = vec4(fine); vec2 warp_scroll = scroll_dir * scroll; vec2 warp_uv = (gl_FragCoord.xy * sin(uv.y * PI) + warp_scroll)*warp_clouds_scale; vec2 warp_uv_inv = (gl_FragCoord.xy * sin((abs(uv.y-0.5)) * uv.x * PI) + warp_scroll*0.5)*warp_clouds_scale; float warp_clouds_sparse = texture2D(noise_sparse, vec2(0.5,1) * warp_uv).r; float warp_clouds_fine = texture2D(noise_sparse, vec2(2,1) * warp_uv_inv).r; vec4 warp = vec4(vec3(0), 1); warp += vec4(vec3(0.3,0.2,0.9)*warp_clouds_sparse, 0); warp += vec4(vec3(0.5,0.0,0.5)*(warp_clouds_fine*0.5+warp_clouds_sparse)*abs(uv.y-0.5), 0); gl_FragColor = mix(clouds + stars, warp*warp_boost, warp_opacity); }