diff options
author | Tofu Buzzard <no-email> | 2011-01-16 13:36:44 +0000 |
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committer | Tofu Buzzard <no-email> | 2011-01-16 13:36:44 +0000 |
commit | 4f06f3dae6d35b142f57e07c41e0a8abcd296fcb (patch) | |
tree | 87ac3066b7c7879c274dae3a1269d8b81cb21ec1 /indra/newview/app_settings/shaders/class1 | |
parent | a6e8026de00248bf6be5cf608bea6c7d94c4e07c (diff) |
FIX VWR-24509 Fix SSAO speckling artifacts at distance, re-enable distant SSAO
(transplanted from ef938dea0504b12fcf802f38fcf5457ba566c468)
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl | 7 |
1 files changed, 5 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl index ad4d700b99..6859f72a9c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightF.glsl @@ -51,6 +51,9 @@ void main() vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free' vec4 col = defined_weight.xyxx * ccol; + // relax tolerance according to distance to avoid speckling artifacts, as angles and distances are a lot more abrupt within a small screen area at larger distances + float pointplanedist_tolerance_pow2 = pos.z*pos.z*0.00005; + // perturb sampling origin slightly in screen-space to hide edge-ghosting artifacts where smoothing radius is quite large tc += ( (int(tc.x+tc.y)%2 - 0.5) * kern[1].z * dlt * 0.5 ); @@ -59,7 +62,7 @@ void main() vec2 samptc = tc + kern[i].z*dlt; vec3 samppos = getPosition(samptc).xyz; float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane - if (d*d <= 0.003) + if (d*d <= pointplanedist_tolerance_pow2) { col += texture2DRect(lightMap, samptc)*kern[i].xyxx; defined_weight += kern[i].xy; @@ -70,7 +73,7 @@ void main() vec2 samptc = tc - kern[i].z*dlt; vec3 samppos = getPosition(samptc).xyz; float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane - if (d*d <= 0.003) + if (d*d <= pointplanedist_tolerance_pow2) { col += texture2DRect(lightMap, samptc)*kern[i].xyxx; defined_weight += kern[i].xy; |