diff options
| author | Tofu Linden <tofu.linden@lindenlab.com> | 2010-04-22 21:33:10 +0100 | 
|---|---|---|
| committer | Tofu Linden <tofu.linden@lindenlab.com> | 2010-04-22 21:33:10 +0100 | 
| commit | 31f8565e35b1759a6f0d82141ca2538a40fc39c4 (patch) | |
| tree | 73b72f190a3587aa46691e6676e57e4ab8b74c90 | |
| parent | 66fa6d41974c8a46463d5607b6502c7b4c130a5e (diff) | |
ssreflections: dampen/blur ssreflections rather more.
(transplanted from 4c4ae8d8f0795244fda258c157177e2778bfc444)
3 files changed, 7 insertions, 3 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 01d18cdcde..bf5dd4155c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -299,7 +299,7 @@ void main()  		// The goal of the blur is to soften reflections in surfaces  		// with low shinyness, and also to disguise our lameness.  		float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0 -		float checkoffset = 1.0 + (7.0*(1.0-spec.a))*(checkerboard-0.5); +		float checkoffset = (3.0 + (7.0*(1.0-spec.a)))*(checkerboard-0.5);  		ref2d += vec2(checkoffset, checkoffset);  		ref2d += tc.xy; // use as offset from destination  		// Get attributes from the 2D guess point. @@ -324,6 +324,7 @@ void main()  		float refmod = min(refapprop, reflit);  		vec3 refprod = vary_SunlitColor * refcol.rgb * refmod;  		vec3 ssshiny = (refprod * spec.a); +		ssshiny *= 0.3; // dampen it even more  		// add the two types of shiny together  		col += (ssshiny + dumbshiny) * spec.rgb; diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 2982cd3e09..28cfc6322e 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -298,7 +298,7 @@ void main()  		// The goal of the blur is to soften reflections in surfaces  		// with low shinyness, and also to disguise our lameness.  		float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0 -		float checkoffset = 1.0 + (7.0*(1.0-spec.a))*(checkerboard-0.5); +		float checkoffset = (3.0 + (7.0*(1.0-spec.a)))*(checkerboard-0.5);  		ref2d += vec2(checkoffset, checkoffset);  		ref2d += tc.xy; // use as offset from destination  		// Get attributes from the 2D guess point. @@ -324,6 +324,7 @@ void main()  		float refmod = min(refapprop, reflit);  		vec3 refprod = vary_SunlitColor * refcol.rgb * refmod;  		vec3 ssshiny = (refprod * spec.a); +		ssshiny *= 0.3; // dampen it even more  		// add the two types of shiny together  		col += (ssshiny + dumbshiny) * spec.rgb; diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index e1e035411b..9f94b9e8ea 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -301,7 +301,8 @@ void main()  		// The goal of the blur is to soften reflections in surfaces  		// with low shinyness, and also to disguise our lameness.  		float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0 -		float checkoffset = 1.0 + (7.0*(1.0-spec.a))*(checkerboard-0.5); +		float checkoffset = (3.0 + (7.0*(1.0-spec.a)))*(checkerboard-0.5); +  		ref2d += vec2(checkoffset, checkoffset);  		ref2d += tc.xy; // use as offset from destination  		// Get attributes from the 2D guess point. @@ -327,6 +328,7 @@ void main()  		float refmod = min(refapprop, reflit);  		vec3 refprod = vary_SunlitColor * refcol.rgb * refmod;  		vec3 ssshiny = (refprod * spec.a); +		ssshiny *= 0.3; // dampen it even more  		// add the two types of shiny together  		col += (ssshiny + dumbshiny) * spec.rgb; | 
