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