diff options
author | Tofu Linden <tofu.linden@lindenlab.com> | 2010-04-07 10:31:56 +0100 |
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committer | Tofu Linden <tofu.linden@lindenlab.com> | 2010-04-07 10:31:56 +0100 |
commit | 51ab9ae63c3c2a1d7f188fb73af1b7074331eae4 (patch) | |
tree | a8f9a347e196dc6d0dac452978a7fe334918c08c /indra/newview/app_settings | |
parent | 33b6d5d74f5a24a9a6ff6a21810d804493f50b61 (diff) |
apply latest ssreflections tweaks to class2 and class3.
Diffstat (limited to 'indra/newview/app_settings')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl | 13 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | 13 |
2 files changed, 20 insertions, 6 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 00a6a9dcb5..dbccb7fb8b 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -298,12 +298,19 @@ 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 - ref2d += normalize(ref2d)*14.0*(1.0-spec.a)*(checkerboard-0.5); + vec2 checkoffset = normalize(ref2d)*5.0*(1.0-spec.a)*(checkerboard-0.5); + ref2d += checkoffset; ref2d += tc.xy; // use as offset from destination - // get attributes from the 2D guess point + // 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); float refdepth = texture2DRect(depthMap, ref2d).a; vec3 refpos = getPosition_d(ref2d, refdepth).xyz; - vec3 refcol = texture2DRect(diffuseRect, ref2d).rgb; float refshad = texture2DRect(lightMap, ref2d).r; vec3 refn = normalize(texture2DRect(normalMap, ref2d).rgb * 2.0 - 1.0); // figure out how appropriate our guess actually was diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index aaa74eb7df..ef81ed1308 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -301,12 +301,19 @@ 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 - ref2d += normalize(ref2d)*14.0*(1.0-spec.a)*(checkerboard-0.5); + vec2 checkoffset = normalize(ref2d)*5.0*(1.0-spec.a)*(checkerboard-0.5); + ref2d += checkoffset; ref2d += tc.xy; // use as offset from destination - // get attributes from the 2D guess point + // 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); float refdepth = texture2DRect(depthMap, ref2d).a; vec3 refpos = getPosition_d(ref2d, refdepth).xyz; - vec3 refcol = texture2DRect(diffuseRect, ref2d).rgb; float refshad = texture2DRect(lightMap, ref2d).r; vec3 refn = normalize(texture2DRect(normalMap, ref2d).rgb * 2.0 - 1.0); // figure out how appropriate our guess actually was |