vec4 ProcessTexel() { vec2 uv = vTexCoord.st; vec2 ccoord = uv-vec2(.5,1.1); ccoord.y = abs(ccoord.y); vec3 pt = vec3(ccoord.x,ccoord.y-1.,ccoord.y); vec2 proj = pt.xy/pt.z; vec2 coord = uv*4.; vec3 bcol = texture(starstex,fract(coord)).rgb; coord = uv*1.5; coord = (coord-vec2(.8,.3))*2.; vec4 mcol = texture(moontex,coord); bcol = mix(bcol*.3,mcol.rgb*.7,mcol.a); coord = proj*.5+vec2(-.5,-1.)*timer*.1; coord = fract(coord); vec3 col = getTexel(coord).rgb; col *= mix(vec3(1.9,.4,.2),vec3(1.),pow(pt.z,.5)); col *= mix(vec3(1.3,.5,.3),vec3(1.),pow(pt.x+.8,.5)); col *= mix(vec3(1.1,1.4,1.3),vec3(.3),clamp(1.3*pow(distance(pt.xy,vec2(.2,-.25)),.9),0.,1.)); return vec4(bcol+col,1.); }