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author | Tofu Linden <tofu.linden@lindenlab.com> | 2010-03-28 21:45:32 +0100 |
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committer | Tofu Linden <tofu.linden@lindenlab.com> | 2010-03-28 21:45:32 +0100 |
commit | d6cc8b9226d78addd85ef5f2095b230a3a426ad3 (patch) | |
tree | bb696c738720c80bff7269a45379e2e502262620 /indra/newview/app_settings/shaders/class1 | |
parent | 42b7edb0f1d7e18fae87aa67cbcbca06e8ee1969 (diff) |
ss reflections: make the guess less far from the source.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index c78d7ece7e..e14869af9e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -290,7 +290,7 @@ void main() // depth -= 0.5; // unbias depth // first figure out where we'll make our 2D guess from - vec2 ref2d = tc.xy + (0.5 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth; + vec2 ref2d = tc.xy + (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth; // get attributes from the 2D guess point float refdepth = texture2DRect(depthMap, ref2d).a; vec3 refpos = getPosition_d(ref2d, refdepth).xyz; |