feat: procedural lensed starfield background

This commit is contained in:
xfy 2026-07-10 10:45:24 +08:00
parent d5e3008343
commit fbe1685a38
2 changed files with 31 additions and 3 deletions

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@ -1,6 +1,7 @@
#import bevy_sprite::mesh2d_vertex_output::VertexOutput
#import "shaders/ray_gen.wgsl"
#import "shaders/geodesic_schwarzschild.wgsl"
#import "shaders/stars.wgsl"
struct BlackHoleUniforms {
eye: vec4<f32>,
@ -36,13 +37,13 @@ fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
var uv = (in.uv * 2.0 - 1.0);
uv.x *= aspect;
let dir = ray_direction(uv);
// Step size scales with how far we need to travel (~ distance/ steps).
let dt = max(length(uniforms.eye.xyz), 20.0) / f32(uniforms.steps);
let res = classify_ray(uniforms.eye.xyz, dir, uniforms.steps, dt);
if (res.status == 1u) {
// Captured = shadow.
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
}
// Escaped: dim grey for now (stars come in Task 11).
return vec4<f32>(0.02, 0.02, 0.02, 1.0);
// Escaped: sample procedural stars along the bent final direction.
let star = star_color(normalize(res.final_dir), uniforms.star_intensity);
return vec4<f32>(star, 1.0);
}

27
assets/shaders/stars.wgsl Normal file
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@ -0,0 +1,27 @@
// Hash-based procedural stars on the unit sphere. Returns RGB radiance.
fn hash13(p: vec3<f32>) -> f32 {
var q = vec3<f32>(dot(p, vec3<f32>(127.1, 311.7, 74.7)),
dot(p, vec3<f32>(269.5, 183.3, 246.1)),
dot(p, vec3<f32>(113.5, 271.9, 124.6)));
let h = fract(sin(q) * 43758.5453);
return h.x;
}
fn star_color(dir: vec3<f32>, intensity: f32) -> vec3<f32> {
// Divide the sphere into cells; a cell gets a star if its hash passes a threshold.
let scale = 80.0;
let cell = floor(dir * scale);
let h = hash13(cell);
let threshold = 0.985; // ~1.5% of cells hold a star
if (h > threshold) {
// Brightness from the hash remainder.
let b = (h - threshold) / (1.0 - threshold);
let col = mix(vec3<f32>(0.6, 0.7, 1.0), vec3<f32>(1.0, 0.9, 0.7), b);
// Soften the star with the fractional position inside the cell.
let f = abs(dir * scale - cell);
let d = max(f.x, max(f.y, f.z));
let falloff = smoothstep(0.5, 0.0, d);
return col * b * falloff * 3.0 * intensity;
}
return vec3<f32>(0.0);
}