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authorTofu Linden <tofu.linden@lindenlab.com>2010-03-28 21:45:32 +0100
committerTofu Linden <tofu.linden@lindenlab.com>2010-03-28 21:45:32 +0100
commitd6cc8b9226d78addd85ef5f2095b230a3a426ad3 (patch)
treebb696c738720c80bff7269a45379e2e502262620 /indra/newview/app_settings/shaders/class1
parent42b7edb0f1d7e18fae87aa67cbcbca06e8ee1969 (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.glsl2
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;