+uniform sampler2D uTexGarbage;
+
+in vec4 aColour;
+in vec2 aUv;
+in vec3 aNorm;
+in vec3 aCo;
+in vec3 aWorldCo;
+
+// Spooky!
+const vec3 uCamera = vec3(0.0);
+
+#include "common_world.glsl"
+#include "motion_vectors_fs.glsl"
+
+float stars1( vec3 rd, float rr, float size ){
+ vec3 co = rd * rr;
+
+ float a = atan(co.y, length(co.xz)) + 4.0 * PI;
+
+ float spaces = 1.0 / rr;
+ size = (rr * 0.0015) * fwidth(a) * 1000.0 * size;
+ a -= mod(a, spaces) - spaces * 0.5;
+
+ float count = floor(sqrt(pow(rr, 2.0) * (1.0 - pow(sin(a), 2.0))) * 3.0);
+
+ float plane = atan(co.z, co.x) + 4.0 * PI;
+ plane = plane - mod(plane, PI / count);
+
+ vec2 delta = rand33(vec3(plane, a, 0.0)).xy;
+
+ float level = sin(a + spaces * (delta.y - 0.5) * (1.0 - size)) * rr;
+ float ydist = sqrt(rr * rr - level * level);
+ float angle = plane + (PI * (delta.x * (1.0-size) + size * 0.5) / count);
+ vec3 center = vec3(cos(angle) * ydist, level, sin(angle) * ydist);
+ float star = smoothstep(size, 0.0, distance(center, co));
+ return star;
+}
+
+void main(){
+ compute_motion_vectors();
+
+ vec3 rd = -normalize(aNorm);
+
+ float star = 0.0;
+ for( float j = 1.0; j <= 4.1; j += 1.0 ){
+ float m = mix(0.6, 0.9, smoothstep(1.0, 2.0, j));
+ star += stars( rd, 1.94 * pow( 1.64, j ), m ) * (1.0 / pow(4.0, j));
+ }
+
+ oColour = vec4( vec3(star*20.0), 1.0);
+}