Merge pull request #4384 from fr500/master

small optimization by @aliaspider
This commit is contained in:
Twinaphex 2017-01-09 00:39:10 +01:00 committed by GitHub
commit 6b2601eb91

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@ -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);