diff options
| author | Tofu Linden <tofu.linden@lindenlab.com> | 2010-04-21 14:24:44 +0100 | 
|---|---|---|
| committer | Tofu Linden <tofu.linden@lindenlab.com> | 2010-04-21 14:24:44 +0100 | 
| commit | ba294e9ad95e8db491ea19c8a370e88a31814c9d (patch) | |
| tree | 66bf5db6588a2fbe628b8cfbf4b02e71789e3d2f | |
| parent | b95aef17ff696f94404ab507bd817f9a15d254cc (diff) | |
ssreflections: if we're going to (pretend to) take 4 diffuse samples, then take them in a diamond pattern instead of all in a line.  this also slightly simplifies(?) the shader.
(transplanted from 7b334c22ece4e98565c5d182690ab9ca4c2526c6)
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 11 | 
1 files changed, 4 insertions, 7 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 5fb86dd92d..01d18cdcde 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -299,17 +299,14 @@ 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 -		vec2 checkoffset = normalize(ref2d)*9.0*(1.0-spec.a)*(checkerboard-0.5); -		ref2d += checkoffset; +		float checkoffset = 1.0 + (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.  		// We average two samples of diffuse (not of anything else) per  		// pixel to try to reduce aliasing some more. -		// --------------------- -		//     ^   ^ ^ ^   ^ -		//     a . b o c . d    check=0:avg(a,b) check=1:avg(c,d) -		vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d).rgb + -				     texture2DRect(diffuseRect, ref2d + checkoffset*2.0).rgb); +		vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d + vec2(0.0, -checkoffset)).rgb + +				     texture2DRect(diffuseRect, ref2d + vec2(-checkoffset, 0.0)).rgb);  		float refdepth = texture2DRect(depthMap, ref2d).a;  		vec3 refpos = getPosition_d(ref2d, refdepth).xyz;  		vec3 refn = normalize(texture2DRect(normalMap, ref2d).rgb * 2.0 - 1.0); | 
