diff --git a/Effects/surface-lights.eff b/Effects/surface-lights.eff index 7603f6c2d..ef6e27c61 100644 --- a/Effects/surface-lights.eff +++ b/Effects/surface-lights.eff @@ -73,8 +73,8 @@ <wrap-t><use>texture[0]/wrap-t</use></wrap-t> </texture-unit> <program> - <vertex-shader>Shaders/surface-light-lightfield.vert</vertex-shader> - <fragment-shader>Shaders/surface-light-lightfield.frag</fragment-shader> + <vertex-shader>Shaders/surface-light-ALS.vert</vertex-shader> + <fragment-shader>Shaders/surface-light-ALS.frag</fragment-shader> <fragment-shader>Shaders/noise.frag</fragment-shader> </program> <uniform> diff --git a/Shaders/surface-light-lightfield.frag b/Shaders/surface-light-ALS.frag similarity index 97% rename from Shaders/surface-light-lightfield.frag rename to Shaders/surface-light-ALS.frag index 04e46173b..2680b35cc 100644 --- a/Shaders/surface-light-lightfield.frag +++ b/Shaders/surface-light-ALS.frag @@ -54,10 +54,10 @@ float r = length(coord); if (pixelSize<1.3) {return vec4 (1.0,1.0,1.0,1.0) * 0.08;} -float angle = noise * 6.28; +float angle = noise * 6.2832; float sinphi = dot(vec2 (sin(angle),cos(angle)), normalize(coord)); -float ray = clamp(pow(sin((sinphi-3.0) * (sinphi-3.0)),10.0),0.0,1.0); +float ray = clamp(pow(sin(mod((sinphi-3.0) * (sinphi-3.0),6.2832)),10.0),0.0,1.0); float fogEffect = (1.0-smoothstep(0.4,0.8,transmission)); diff --git a/Shaders/surface-light-lightfield.vert b/Shaders/surface-light-ALS.vert similarity index 100% rename from Shaders/surface-light-lightfield.vert rename to Shaders/surface-light-ALS.vert