Merge pull request #4384 from fr500/master
small optimization by @aliaspider
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commit
6b2601eb91
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@ -17,12 +17,13 @@ static const char* stock_fragment_xmb_bokeh = GLSL(
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float siz = pow(sin(float(i) * 651.74 + 5.0) * 0.5 + 0.5, 4.0);
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float siz = pow(sin(float(i) * 651.74 + 5.0) * 0.5 + 0.5, 4.0);
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float pox = sin(float(i) * 321.55 + 4.1) * OutputSize.x / OutputSize.y;
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float pox = sin(float(i) * 321.55 + 4.1) * OutputSize.x / OutputSize.y;
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float rad = 0.1 + 0.5 * siz + sin(pha + siz) / 4.0;
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float rad = 0.1 + 0.5 * siz + sin(pha + siz) / 4.0;
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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));
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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)));
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float dis = length(uv - pos);
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float dis = length(uv - pos);
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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)));
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if(dis < rad)
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float f = length(uv-pos) / rad;
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{
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f = sqrt(clamp(1.0 + (sin((time) * siz) * 0.5) * f, 0.0, 1.0));
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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)));
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color += col.zyx * (1.0 - smoothstep(rad * 0.15, rad, dis));
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color += col.zyx * (1.0 - smoothstep(rad * 0.15, rad, dis));
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}
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}
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}
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color *= sqrt(1.5 - 0.5 * length(uv));
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color *= sqrt(1.5 - 0.5 * length(uv));
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gl_FragColor = vec4(color.r, color.g, color.b , 0.5);
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gl_FragColor = vec4(color.r, color.g, color.b , 0.5);
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