diff --git a/gfx/drivers/gl_shaders/pipeline_bokeh.glsl.frag.h b/gfx/drivers/gl_shaders/pipeline_bokeh.glsl.frag.h index ee09f18e7a..9a4e027e0e 100644 --- a/gfx/drivers/gl_shaders/pipeline_bokeh.glsl.frag.h +++ b/gfx/drivers/gl_shaders/pipeline_bokeh.glsl.frag.h @@ -17,12 +17,13 @@ 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) * mod(pha + 0.3 * (time / 7.) * (0.2 + 0.8 * siz), 1.0)); + 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))); 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)); + 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))); + 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 , 0.5);