Reset Repo structure.
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vec3 foregroundColor = vec3(.0841, .5329, .9604);
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uniform vec3 starColors[10];
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uniform vec3 V0;
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uniform sampler2D uSampler[ns + 1]; //ns + vs
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varying vec3 norm;
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varying float id;
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varying vec3 glpos;
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varying vec3 texPos;
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vec3 LDir=vec3(.5,.5,.5);
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void main(){
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vec3 color =foregroundColor.xyz;
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float sp = 0.4, df = 0.4, amb = 0.4, ex=5., alpha = 1.;
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vec3 l = vec3(1,1,1);
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if(id < -2.5){gl_FragColor = vec4(texture2D(uSampler[ns + 0], (1.+texPos.xy)/2.).xyz, 1.); return;} //pjsk
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else if(id <-1.5) {color = vec3(.05,.05,.05);sp = 1.; df=.4; amb = .3, ex = 5.;}
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else if(id < 1.5) {color = vec3(1.0000, 0.3570, 0.3570);sp = 1.; df=.2; amb = .7, ex = 20.;}
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else if (id < 2.5) color = vec3(1.,.16,.36);
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else if (id < 3.5) {color = vec3(1.0000, 0.7725, 0.7725);sp = .5; df=.8; amb = .05;}
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else if (id < 4.5) {color = vec3(0.9612,0.3057,0.3369);sp = .5; df=.5; amb = .5; ex=20.;}
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else if (id < 6.5) {}
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else if (id < 7.5) {color = starColors[0]; sp = 0.3, df = 0.3, amb = 0.8, ex=5.;}
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else if (id < 8.5) {color = starColors[1]; sp = 0.5, df = 0.5, amb = 0.8, ex=10.,l = color;}
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else if (id < 9.5) {color = starColors[2]; sp = 0.5, df = 0.5, amb = 0.8, ex=10.,l = color;}
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else if (id < 10.5) {color = starColors[3]; sp = 0., df = 0., amb = 1., ex=10.,l = color;}
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else if (id < 12.5) {color = starColors[4]; sp = 0., df = 0., amb = 1., ex=10.,l = color;}
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else if (id < 13.5) {color = starColors[4]*2.; sp = 0., df = 0., amb = 1., ex=10.,l = color;}
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else if (id < 14.5) {color = .4*foregroundColor + .8*starColors[4]; sp = 0.5, df = 0.5, amb = 0.8, ex=10.,l = color;}
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else if (id < 15.5) {color = .3*vec3(0.9612,0.3057,0.3369)+.8*starColors[4]; sp = 0.5, df = 0.5, amb = 0.8, ex=10.,l = color;}
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else if (id < 16.5) {float alp = 2.*abs(.49999 - fract(id+.00001));gl_FragColor=vec4(1.,1.,1., alp);return;}
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if(id < 0. &&id > -1.5){
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vec3 P = vec3(sin(glpos.y*1.), sin(glpos.x*1.5+1.), cos(glpos.z*1.));
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// APPLY PROCEDURAL NOISE TEXTURE.
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float cloud = min(0.99, max(0., 1. * noise(1. * P)));
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color = (1.-cloud)*color + starColors[5] * cloud*3.;
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}
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vec3 V = V0;
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vec3 W=normalize(glpos-V);
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vec3 realLDir=normalize(LDir - glpos);
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color = color*(amb+ df*max(0.,dot(norm,realLDir)))
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+ sp*pow(max(0., dot(2.*dot(norm, realLDir)*norm-realLDir, -W)),ex)*l;
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gl_FragColor=vec4(sqrt(color), alpha);
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}
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@@ -0,0 +1,18 @@
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uniform mat4 uMatrix;
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uniform mat4 invMatrix;
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uniform mat3 transformation;
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attribute float oid;
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attribute vec3 aPos;
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attribute vec3 normal;
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varying float id;
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varying vec3 glpos;
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varying vec3 norm;
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varying vec3 texPos;
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void main() {
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vec4 pos = uMatrix * vec4(aPos, 1.);
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texPos = aPos;
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gl_Position = pos ;
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glpos = pos.xyz;
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id = oid;
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norm = normalize(vec4(normal,0.)*invMatrix).xyz;
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}
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