#!/bin/bash
# XScreenSaver, Copyright © 2026 Jamie Zawinski <jwz@jwz.org>
#
# Permission to use, copy, modify, distribute, and sell this software and its
# documentation for any purpose is hereby granted without fee, provided that
# the above copyright notice appear in all copies and that both that
# copyright notice and this permission notice appear in supporting
# documentation.  No representations are made about the suitability of this
# software for any purpose.  It is provided "as is" without express or 
# implied warranty.

PATH="$PATH":"$(dirname "$0")"
exec -a "stardome" \
xshadertoy "$@" \
 --program0 - \
<< "_XSCREENSAVER_EOF_"

// Title:  Stars and galaxy
// Author: mrange
// URL:    https://www.shadertoy.com/view/stBcW1
// Date:   10-Apr-2022
// Desc:   License CC0: Stars and galaxy
// Bit of sunday tinkering lead to stars and a galaxy
// Didn't turn out as I envisioned but it turned out to something
// that I liked so sharing it.

// License CC0: Stars and galaxy
// Bit of sunday tinkering lead to stars and a galaxy
// Didn't turn out as I envisioned but it turned out to something
// that I liked so sharing it.

// Controls how many layers of stars


	#define LAYERS            5.0
	#define PI                3.141592654
	#define TAU               (2.0*PI)
	#define TIME              mod(iTime, 30.0)
	#define TTIME             (TAU*TIME)
	#define RESOLUTION        iResolution
	#define ROT(a)            mat2(cos(a), sin(a), -sin(a), cos(a))
	float sRGB(float t) { return mix(1.055*pow(t, 1./2.4) - 0.055, 12.92*t, step(t, 0.0031308)); }
	vec3 sRGB(in vec3 c) { return vec3 (sRGB(c.x), sRGB(c.y), sRGB(c.z)); }
	vec3 aces_approx(vec3 v) {
	v = max(v, 0.0);
	v *= 0.6f;
	float a = 2.51f;
	float b = 0.03f;
	float c = 2.43f;
	float d = 0.59f;
	float e = 0.14f;
	return clamp((v*(a*v+b))/(v*(c*v+d)+e), 0.0f, 1.0f);
	}
	float tanh_approx(float x) {
	float x2 = x*x;
	return clamp(x*(27.0 + x2)/(27.0+9.0*x2), -1.0, 1.0);
	}
	const vec4 hsv2rgb_K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
	vec3 hsv2rgb(vec3 c) {
	vec3 p = abs(fract(c.xxx + hsv2rgb_K.xyz) * 6.0 - hsv2rgb_K.www);
	return c.z * mix(hsv2rgb_K.xxx, clamp(p - hsv2rgb_K.xxx, 0.0, 1.0), c.y);
	}
	vec2 mod2(inout vec2 p, vec2 size) {
	vec2 c = floor((p + size*0.5)/size);
	p = mod(p + size*0.5,size) - size*0.5;
	return c;
	}
	vec2 hash2(vec2 p) {
	p = vec2(dot (p, vec2 (127.1, 311.7)), dot (p, vec2 (269.5, 183.3)));
	return fract(sin(p)*43758.5453123);
	}
	vec2 shash2(vec2 p) {
	return -1.0+2.0*hash2(p);
	}
	vec3 toSpherical(vec3 p) {
	float r   = length(p);
	float t   = acos(p.z/r);
	float ph  = atan(p.y, p.x);
	return vec3(r, t, ph);
	}
	vec3 blackbody(float Temp) {
	vec3 col = vec3(255.);
	col.x = 56100000. * pow(Temp,(-3. / 2.)) + 148.;
	col.y = 100.04 * log(Temp) - 623.6;
	if (Temp > 6500.) col.y = 35200000. * pow(Temp,(-3. / 2.)) + 184.;
	col.z = 194.18 * log(Temp) - 1448.6;
	col = clamp(col, 0., 255.)/255.;
	if (Temp < 1000.) col *= Temp/1000.;
	return col;
	}
	float noise(vec2 p) {
	vec2 i = floor(p);
	vec2 f = fract(p);
	vec2 u = f*f*(3.-2.*f);
	float n =
	mix( mix( dot(shash2(i + vec2(0.,0.) ), f - vec2(0.,0.)),
	dot(shash2(i + vec2(1.,0.) ), f - vec2(1.,0.)), u.x),
	mix( dot(shash2(i + vec2(0.,1.) ), f - vec2(0.,1.)),
	dot(shash2(i + vec2(1.,1.) ), f - vec2(1.,1.)), u.x), u.y);
	return 2.0*n;
	}
	float fbm(vec2 p, float o, float s, int iters) {
	p *= s;
	p += o;
	const float aa = 0.5;
	const mat2 pp = 2.04*ROT(1.0);
	float h = 0.0;
	float a = 1.0;
	float d = 0.0;
	for (int i = 0; i < iters; ++i) {
	d += a;
	h += a*noise(p);
	p += vec2(10.7, 8.3);
	p *= pp;
	a *= aa;
	}
	h /= d;
	return h;
	}
	float height(vec2 p) {
	float h = fbm(p, 0.0, 5.0, 5);
	h *= 0.3;
	h += 0.0;
	return (h);
	}
	vec3 stars(vec3 ro, vec3 rd, vec2 sp, float hh) {
	vec3 col = vec3(0.0);
	const float m = LAYERS;
	hh = tanh_approx(20.0*hh);
	for (float i = 0.0; i < m; ++i) {
	vec2 pp = sp+0.5*i;
	float s = i/(m-1.0);
	vec2 dim  = vec2(mix(0.05, 0.003, s)*PI);
	vec2 np = mod2(pp, dim);
	vec2 h = hash2(np+127.0+i);
	vec2 o = -1.0+2.0*h;
	float y = sin(sp.x);
	pp += o*dim*0.5;
	pp.y *= y;
	float l = length(pp);
	float h1 = fract(h.x*1667.0);
	float h2 = fract(h.x*1887.0);
	float h3 = fract(h.x*2997.0);
	vec3 scol = mix(8.0*h2, 0.25*h2*h2, s)*blackbody(mix(3000.0, 22000.0, h1*h1));
	vec3 ccol = col + exp(-(mix(6000.0, 2000.0, hh)/mix(2.0, 0.25, s))*max(l-0.001, 0.0))*scol;
	col = h3 < y ? ccol : col;
	}
	return col;
	}
	vec2 raySphere(vec3 ro, vec3 rd, vec4 sph) {
	vec3 oc = ro - sph.xyz;
	float b = dot( oc, rd );
	float c = dot( oc, oc ) - sph.w*sph.w;
	float h = b*b - c;
	if( h<0.0 ) return vec2(-1.0);
	h = sqrt( h );
	return vec2(-b - h, -b + h);
	}
	vec4 moon(vec3 ro, vec3 rd, vec2 sp, vec3 lp, vec4 md) {
	vec2 mi = raySphere(ro, rd, md);
	vec3 p    = ro + mi.x*rd;
	vec3 n    = normalize(p-md.xyz);
	vec3 r    = reflect(rd, n);
	vec3 ld   = normalize(lp - p);
	float fre = dot(n, rd)+1.0;
	fre = pow(fre, 15.0);
	float dif = max(dot(ld, n), 0.0);
	float spe = pow(max(dot(ld, r), 0.0), 8.0);
	float i = 0.5*tanh_approx(20.0*fre*spe+0.05*dif);
	vec3 col = blackbody(1500.0)*i+hsv2rgb(vec3(0.6, mix(0.6, 0.0, i), i));
	float t = tanh_approx(0.25*(mi.y-mi.x));
	return vec4(vec3(col), t);
	}
	vec3 sky(vec3 ro, vec3 rd, vec2 sp, vec3 lp, out float cf) {
	float ld = max(dot(normalize(lp-ro), rd),0.0);
	float y = -0.5+sp.x/PI;
	y = max(abs(y)-0.02, 0.0)+0.1*smoothstep(0.5, PI, abs(sp.y));
	vec3 blue = hsv2rgb(vec3(0.6, 0.75, 0.35*exp(-15.0*y)));
	float ci = pow(ld, 10.0)*2.0*exp(-25.0*y);
	vec3 yellow = blackbody(1500.0)*ci;
	cf = ci;
	return blue+yellow;
	}
	vec3 galaxy(vec3 ro, vec3 rd, vec2 sp, out float sf) {
	vec2 gp = sp;
	gp *= ROT(0.67);
	gp += vec2(-1.0, 0.5);
	float h1 = height(2.0*sp);
	float gcc = dot(gp, gp);
	float gcx = exp(-(abs(3.0*(gp.x))));
	float gcy = exp(-abs(10.0*(gp.y)));
	float gh = gcy*gcx;
	float cf = smoothstep(0.05, -0.2, -h1);
	vec3 col = vec3(0.0);
	col += blackbody(mix(300.0, 1500.0, gcx*gcy))*gcy*gcx;
	col += hsv2rgb(vec3(0.6, 0.5, 0.00125/gcc));
	col *= mix(mix(0.15, 1.0, gcy*gcx), 1.0, cf);
	sf = gh*cf;
	return col;
	}
	vec3 grid(vec3 ro, vec3 rd, vec2 sp) {
	const float m = 1.0;
	const vec2 dim = vec2(1.0/8.0*PI);
	vec2 pp = sp;
	vec2 np = mod2(pp, dim);
	vec3 col = vec3(0.0);
	float y = sin(sp.x);
	float d = min(abs(pp.x), abs(pp.y*y));
	float aa = 2.0/RESOLUTION.y;
	col += 2.0*vec3(0.5, 0.5, 1.0)*exp(-2000.0*max(d-0.00025, 0.0));
	return 0.25*tanh(col);
	}
	vec3 color(vec3 ro, vec3 rd, vec3 lp, vec4 md) {
	vec2 sp = toSpherical(rd.xzy).yz;
	float sf = 0.0;
	float cf = 0.0;
	vec3 col = vec3(0.0);
	vec4 mcol = moon(ro, rd, sp, lp, md);
	col += stars(ro, rd, sp, sf)*(1.0-tanh_approx(2.0*cf));
	col += galaxy(ro, rd, sp, sf);
	col = mix(col, mcol.xyz, mcol.w);
	col += sky(ro, rd, sp, lp, cf);
	col += grid(ro, rd, sp);
	if (rd.y < 0.0)
	{
	col = vec3(0.0);
	}
	return col;
	}
	void mainImage(out vec4 fragColor, in vec2 fragCoord) {
	vec2 q = fragCoord/iResolution.xy;
	vec2 p = -1.0 + 2.0*q;
	p.x *= RESOLUTION.x/RESOLUTION.y;
	vec3 ro = vec3(0.0, 0.0, 0.0);
	vec3 lp = 500.0*vec3(1.0, -0.25, 0.0);
	vec4 md = 50.0*vec4(vec3(1.0, 1., -0.6), 0.5);
	vec3 la = vec3(1.0, 0.5, 0.0);
	vec3 up = vec3(0.0, 1.0, 0.0);
	la.xz *= ROT(TTIME/60.0-PI/2.0);
	vec3 ww = normalize(la - ro);
	vec3 uu = normalize(cross(up, ww));
	vec3 vv = normalize(cross(ww,uu));
	vec3 rd = normalize(p.x*uu + p.y*vv + 2.0*ww);
	vec3 col= color(ro, rd, lp, md);
	col *= smoothstep(0.0, 4.0, TIME)*smoothstep(30.0, 26.0, TIME);
	col = aces_approx(col);
	col = sRGB(col);
	fragColor = vec4(col,1.0);
	}

_XSCREENSAVER_EOF_
