diff --git a/gfx/drivers/gl_shaders/pipeline_bokeh.glsl.frag.h b/gfx/drivers/gl_shaders/pipeline_bokeh.glsl.frag.h index 9a4e027e0e..1b2cec02d2 100644 --- a/gfx/drivers/gl_shaders/pipeline_bokeh.glsl.frag.h +++ b/gfx/drivers/gl_shaders/pipeline_bokeh.glsl.frag.h @@ -6,7 +6,7 @@ static const char* stock_fragment_xmb_bokeh = GLSL( void main(void) { - float tim = time * 2.4; + float speed = time * 4; vec2 uv = -1.0 + 2.0 * gl_FragCoord.xy / OutputSize.xy; uv.x *= OutputSize.x / OutputSize.y; vec3 color = vec3(0.0); @@ -17,11 +17,11 @@ static const char* stock_fragment_xmb_bokeh = GLSL( 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) * fract(pha + 0.3 * (time / 7.) * (0.2 + 0.8 * siz))); + vec2 pos = vec2(pox + sin(speed / 15. + pha + siz), - 1.0 - rad + (2.0 + 2.0 * rad) * fract(pha + 0.3 * (speed / 7.) * (0.2 + 0.8 * siz))); float dis = length(uv - pos); if(dis < rad) { - 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))); + vec3 col = mix(vec3(0.194 * sin(speed / 6.0) + 0.3, 0.2, 0.3 * pha), vec3(1.1 * sin(speed / 9.0) + 0.3, 0.2 * pha, 0.4), 0.5 + 0.5 * sin(float(i))); color += col.zyx * (1.0 - smoothstep(rad * 0.15, rad, dis)); } }