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author | Tofu Linden <tofu.linden@lindenlab.com> | 2010-04-21 14:27:54 +0100 |
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committer | Tofu Linden <tofu.linden@lindenlab.com> | 2010-04-21 14:27:54 +0100 |
commit | bcf60463c90f65caf13bcb94e2d4a77bee07fe8e (patch) | |
tree | 91900d731150cc513d4c86f38711ab5bdae06d86 /indra/newview/app_settings/shaders/class3/deferred | |
parent | 5dce63d9013b677a1ab70ea81aba21884d8b9e4d (diff) |
port class1 ssreflections tweaks to class2 and class3
(transplanted from 19036fc277d88c364e957019a66b4cdf4cce8b53)
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | 11 |
1 files changed, 4 insertions, 7 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 45d921d861..e1e035411b 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -301,17 +301,14 @@ 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; |