local win = require("window") local color = require("color") local world = require("world") local numstars = 400 -- we might have as many as 4 over local genned_stars = 0 local period_x = 3 local period_y = 3 local stars = {} while genned_stars < numstars do local rngx = math.random() local xpos = rngx * win.width --* (period_x - 1) local rngy = math.random() local ypos = rngy * win.height --* (period_y - 1) local blinks = math.random() > 0.3 and (math.random() * 2 * math.pi) or 0 stars[#stars+1] = vec3(xpos, ypos, blinks) genned_stars = genned_stars + 1 if xpos < win.width then -- duplicate on the last screen stars[#stars+1] = vec3(xpos + (win.width * (period_x-2)), ypos, blinks) genned_stars = genned_stars + 1 end if ypos < win.height then stars[#stars+1] = vec3(xpos, ypos + (win.height * (period_y-2)), blinks) genned_stars = genned_stars + 1 end if xpos < win.width and ypos < win.height then stars[#stars+1] = vec3(xpos + (win.width * (period_x-2)), ypos+(win.height * (period_y-2)),blinks) genned_stars = genned_stars + 1 end end local node = am.use_program(am.program([[ precision highp float; attribute vec3 stars; uniform float time; uniform float world_x; uniform float world_y; uniform float world_x_period; uniform float world_y_period; uniform mat4 MV; uniform mat4 P; void main() { float world_x_off = mod(world_x, world_x_period); float world_y_off = mod(world_y, world_y_period); gl_Position = P * MV * vec4(stars.x - world_x_off, stars.y - world_y_off, 0., 1.0); float intensity = sin(stars.z + time) * cos(time) + 1.; gl_PointSize = pow(intensity, 2.) * stars.z * 0.3; } ]],[[ precision mediump float; uniform vec4 color; void main() { gl_FragColor = color; } ]])) ^ am.bind({ MV = mat4( 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, (-win.width / 2), (-win.height/2), 0, 1 ), color = color.am_color.highlight, stars = am.vec3_array(stars), world_x = am.current_time(), world_x_period = (period_x - 2) * win.width, world_y = am.current_time(), world_y_period = (period_y - 2) * win.height, time = am.current_time(), }) ^ am.draw("points") node:action(function(self) self("bind").time = am.current_time() self("bind").world_x = world.world_x self("bind").world_y = world.world_y end) return node