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author | Tofu Linden <tofu.linden@lindenlab.com> | 2010-04-07 09:45:20 +0100 |
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committer | Tofu Linden <tofu.linden@lindenlab.com> | 2010-04-07 09:45:20 +0100 |
commit | 09f2898df7956d3c6ad0a04af53e0e71b63b4bde (patch) | |
tree | dc62ad0048c4d56e7cf0e7cf687b74c131d9e08c /indra/newview/app_settings/shaders/class1/deferred | |
parent | 368d930b3fd80a180b3403337fdc2a7dba860a3f (diff) |
tidy up ssreflections comments and structure a bit.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 14 |
1 files changed, 8 insertions, 6 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 3f4425a0b2..158eef9319 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -298,18 +298,20 @@ void main() // of the diffuse map. LOD would be better in that regard. // The goal of the blur is to soften reflections in surfaces // with low shinyness, and also to disguise our lameness. - // --------------------- - // ^ ^ ^ ^ ^ - // a . b o c . d check=0:avg(a,b) check=1:avg(c,d) float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0 vec2 checkoffset = normalize(ref2d)*5.0*(1.0-spec.a)*(checkerboard-0.5); ref2d += checkoffset; ref2d += tc.xy; // use as offset from destination - // get attributes from the 2D guess point - float refdepth = texture2DRect(depthMap, ref2d).a; - vec3 refpos = getPosition_d(ref2d, refdepth).xyz; + // 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); + float refdepth = texture2DRect(depthMap, ref2d).a; + vec3 refpos = getPosition_d(ref2d, refdepth).xyz; vec3 refn = normalize(texture2DRect(normalMap, ref2d).rgb * 2.0 - 1.0); // figure out how appropriate our guess actually was float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos))); |