#include "snowflake_frag.h" const char* shader_snowflake_frag = "// Procedural star fragment shader \n" "varying lowp vec2 vUV; \n" "varying lowp float vSeed; \n" "varying lowp float vScale; \n" " \n" "const lowp float PI = 3.14159265359; \n" " \n" "// Simple hash function for deterministic randomness \n" "lowp float hash(lowp float n) { \n" " return fract(sin(n) * 43758.5453123); \n" "} \n" " \n" "// Generate star pattern procedurally \n" "lowp float starPattern(lowp vec2 uv) { \n" " lowp float dist = length(uv); \n" " lowp float angle = atan(uv.y, uv.x); \n" " \n" " // Number of star points (4 or 5) \n" " lowp float numPoints = 4.0 + floor(hash(vSeed) * 2.0); \n" " \n" " // Create sharp star with triangular points \n" " lowp float angleStep = 2.0 * PI / numPoints; \n" " lowp float currentAngle = mod(angle + PI / numPoints, angleStep) - angleStep * 0.5; \n" " \n" " // Create triangular points - distance from center to edge varies linearly with angle \n" " lowp float normalizedAngle = abs(currentAngle) / (angleStep * 0.5); \n" " \n" " // Outer tip radius and inner valley radius \n" " lowp float tipRadius = 0.5; \n" " lowp float valleyRadius = 0.15; \n" " \n" " // Linear interpolation creates sharp triangular points \n" " lowp float rayEdge = mix(tipRadius, valleyRadius, normalizedAngle); \n" " \n" " // Hard cutoff for sharp edges \n" " lowp float star = step(dist, rayEdge); \n" " \n" " return star; \n" "} \n" " \n" "void main() { \n" " lowp float pattern = starPattern(vUV); \n" " \n" " // Color variation based on seed - white and blue tints \n" " lowp float colorVar = hash(vSeed * 3.0); \n" " lowp vec3 starColor; \n" " \n" " if (colorVar < 0.5) { \n" " // Pure white \n" " starColor = vec3(1.0, 1.0, 1.0); \n" " } else if (colorVar < 0.75) { \n" " // Light blue tint \n" " starColor = vec3(0.9, 0.95, 1.0); \n" " } else { \n" " // Stronger blue tint \n" " starColor = vec3(0.85, 0.92, 1.0); \n" " } \n" " \n" " // Scale alpha based on size - smaller stars are more transparent \n" " // Normalize scale from range [16, 48] to [0, 1] \n" " lowp float sizeRatio = (vScale - 16.0) / (48.0 - 16.0); \n" " // Map to alpha range [0.3, 1.0] - smaller stars at 30% opacity, larger at 100% \n" " lowp float alpha = mix(0.3, 1.0, sizeRatio); \n" " \n" " lowp vec4 color = vec4(starColor, pattern * alpha); \n" " \n" " // Discard fully transparent pixels for performance \n" " if (color.a < 0.01) { \n" " discard; \n" " } \n" " \n" " gl_FragColor = color; \n" "} \n" " \n";