tweaking starlight shader
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@ -1,5 +1,5 @@
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shader_type spatial;
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render_mode blend_add, specular_disabled;
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render_mode blend_add, specular_disabled, ambient_light_disabled;
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uniform float nebula_brightness = 4;
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uniform vec2 nebula_scale = vec2(1.5);
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@ -23,12 +23,12 @@ vec2 rotateUV(vec2 uv, vec2 pivot, float rotation)
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void fragment() {
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ALBEDO = vec3(.0,
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texture(starlight_textures,UV).x * max(sin(TIME + 10.0 * texture(starlight_textures,UV).y), .0),
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texture(starlight_textures,UV*1.5).x * 2.0*pow(max(sin(TIME + 10.0 * texture(starlight_textures,UV).y), .0), 5.0),
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texture(starlight_textures,
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clamp(
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UV / nebula_scale + drift_compensation + 1.0 *
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texture(starlight_noise, rotateUV(
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UV / nebula_scale + noise_strength * texture(starlight_noise, rotateUV(UV, -rotation_pivot, TIME*rotation_speed)).yx,
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UV / nebula_scale + noise_strength * texture(starlight_noise, rotateUV(UV, -rotation_pivot, TIME*rotation_speed)).yz,
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rotation_pivot, TIME*rotation_speed)
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).xz,
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.0, 1.0))
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