diff --git a/gfx/drivers/gl_shaders/pipeline_bokeh.glsl.frag.h b/gfx/drivers/gl_shaders/pipeline_bokeh.glsl.frag.h new file mode 100644 index 0000000000..14b754ab85 --- /dev/null +++ b/gfx/drivers/gl_shaders/pipeline_bokeh.glsl.frag.h @@ -0,0 +1,31 @@ +#include "shaders_common.h" + +static const char* stock_fragment_xmb_snow = GLSL( + uniform float time; + uniform vec2 OutputSize; + + void main(void) + { + float tim = time * 2.4; + vec2 uv = -1.0 + 2.0*gl_FragCoord.xy / OutputSize.xy; + uv.x *= OutputSize.x / OutputSize.y; + vec3 color = vec3(0.0); + + for( int i=0; i< 8; i++ ) + { + float pha = sin(float(i)*546.13+1.0)*0.5 + 0.5; + float siz = pow( sin(float(i)*651.74+5.0)*0.5 + 0.5, 4.0 ); + float pox = sin(float(i)*321.55+4.1) * OutputSize.x / OutputSize.y; + float rad = 0.1+0.5*siz+sin(pha+siz)/4.0; + vec2 pos = vec2( pox+sin(time/15.+pha+siz), -1.0-rad + (2.0+2.0*rad)*mod(pha+0.3*(time/7.)*(0.2+0.8*siz),1.0)); + float dis = length( uv - pos ); + vec3 col = mix( vec3(0.194*sin(time/6.0)+0.3,0.2,0.3*pha), vec3(1.1*sin(time/9.0)+0.3,0.2*pha,0.4), 0.5+0.5*sin(float(i))); + float f = length(uv-pos)/rad; + f = sqrt(clamp(1.0+(sin((time)*siz)*0.5)*f,0.0,1.0)); + color += col.zyx *(1.0-smoothstep( rad*0.15, rad, dis )); + } + color *= sqrt(1.5-0.5*length(uv)); + gl_FragColor = vec4(color.r, color.g, color.b ,0.6); + } + +);