Here's a link I don't want to lose, (wikipedia) pixel shader versions table.
I'm organizing a bunch of folders for techniques and shaders according to level of sophistication; kind of following
the pixel shader versions; not quite. I will commit it soon.
In other news, I was suggesting to Klauss we get rid of star textures. Why? Because they suck, first of all.
Secondly, stars are bright enough to saturate (and destroy) your retina's receptors, not to speak of trying
to represent so much brightness with a cheap monitor made by slave labor in the butt end of the world.
So, there should be no deviation from white in any pixel within a star's radius. Never mind sun-spots; have
you ever seen them with your naked eye? It's NOT impossible, here on Earth, under the protection of the
atmosphere; but don't try to look for them in space.
Thirdly, there's a management problem: If the star color is specified as red, but the texture is greenish,
there's nothing in the engine that will object and throw an exception; wish there was; we just end up with
an inconsistency.
Fourthly, we end up with stars looking brighter when reflected on surfaces than when looked at directly.
On reflection:

Direct view:

Fifthly, star textures suck.
Wouldn't it be cool if they looked like they do on reflections?
(For those not in the know, reflecting the texture is totally out of the question; the reason the star's
reflection looks nice and round is months of writing and working out math to figure how to hack the
phong shading formula to do it. Trust me.)






