#version 150 uniform UBO { mat4 MVP; vec2 OutputSize; float time; } global; layout(location = 0) out vec4 FragColor; vec2 uv; float atime; float rand(vec2 co) { return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453); } float rand_float(float x) { return rand(vec2(x, 1.0)); } float snow(vec3 pos, vec2 uv, float o) { vec2 d = (pos.xy - uv); float a = atan(d.y,d.x) + sin(atime*1.0 + o) * 10.0; float dist = d.x*d.x + d.y*d.y; if(dist < pos.z/400.0) { float col = 0.0; if(sin(a * 8.0) < 0.0) { col=1.0; } if(dist < pos.z/800.0) { col+=1.0; } return col * pos.z; } return 0.0; } float col(vec2 c) { float color = 0.0; for (int i = 1; i < 3; i++) { float o = rand_float(float(i) / 3.0) * 15.0; float z = rand_float(float(i) + 13.0); float x = 1.8 - (3.6) * (rand_float(floor((global.time*((z + 1.0) / 2.0) +o) / 2.0)) + sin(global.time * o /1000.0) / 10.0); float y = 1.0 - mod((global.time * ((z + 1.0)/2.0)) + o, 2.0); color += snow(vec3(x,y,z), c, o); } return color; } void main(void) { uv = gl_FragCoord.xy / global.OutputSize.xy; uv = uv * 2.0 - 1.0; vec2 p = uv; p.x *= global.OutputSize.x / global.OutputSize.y; atime = (global.time + 1.0) / 4.0; FragColor = vec4(col(p)); }