This is a first implementation of black holes. Rendered as a sprite withe the shader which takes the background image as a texture and warps it. So some pixelation and other artifacts appear close to the black hole. The better way to render black hole is a spherical mesh, which includes the whole lensing area, and a cabemap with image of the entire scene passed to the shader. And of course using correct equations from black hole physics. But this is for future updates 🙂

Header image: a black hole in the center of our galaxy.

Another hole in the center of a globular cluster:

This can't happen in reality, but it is something interesting to see: a black hole with a mass of 5.8 suns next to a planet like the Earth: