diff options
| author | Tofu Linden <tofu.linden@lindenlab.com> | 2010-04-21 14:27:54 +0100 | 
|---|---|---|
| committer | Tofu Linden <tofu.linden@lindenlab.com> | 2010-04-21 14:27:54 +0100 | 
| commit | e188693f126455ac1e74fbab42ddc76b63bc167b (patch) | |
| tree | 74b3719ad895a9fd6741e2f62c58454508551b9c /indra/newview/app_settings/shaders/class2 | |
| parent | ba294e9ad95e8db491ea19c8a370e88a31814c9d (diff) | |
port class1 ssreflections tweaks to class2 and class3
(transplanted from 19036fc277d88c364e957019a66b4cdf4cce8b53)
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl | 11 | 
1 files changed, 4 insertions, 7 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 1fd54b5607..2982cd3e09 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -298,17 +298,14 @@ 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;  		float refshad = texture2DRect(lightMap, ref2d).r; | 
