galaxer och motion blur
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@@ -11,6 +11,7 @@ uniform vec3 uStarDirections[2];
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uniform vec3 uStarColors[2];
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uniform float uStarAngles[2];
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uniform float uTime;
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uniform float uBackgroundStrength;
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out vec4 fragColor;
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void main() {
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vec2 xy=(vUv*2.0-1.0)*uTanHalfFov;
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@@ -18,6 +19,7 @@ void main() {
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float band=pow(max(0.0,1.0-abs(dot(rd,normalize(vec3(0.32,0.72,0.48))))),17.0);
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float dust=smoothstep(-0.26,0.36,fbm(rd*8.0+vec3(4.1,9.2,3.4)));
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vec3 color=vec3(0.00013,0.00020,0.00042)+vec3(0.0013,0.0016,0.0026)*band*dust;
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color*=uBackgroundStrength;
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for(int i=0;i<2;i++) {
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if(i>=uLightCount) break;
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float angle=acos(clamp(dot(rd,uStarDirections[i]),-1.0,1.0));
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