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authorTofu Linden <tofu.linden@lindenlab.com>2010-04-21 14:24:44 +0100
committerTofu Linden <tofu.linden@lindenlab.com>2010-04-21 14:24:44 +0100
commit5dce63d9013b677a1ab70ea81aba21884d8b9e4d (patch)
tree32f699a8ab52490a5e5b729431dd7db4162b5e21 /indra/newview/app_settings/shaders/class1/deferred
parent205a69233181e7447632f1d4024db59576204c53 (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)
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl11
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);