diff options
| author | Tofu Linden <tofu.linden@lindenlab.com> | 2010-03-28 21:45:32 +0100 | 
|---|---|---|
| committer | Tofu Linden <tofu.linden@lindenlab.com> | 2010-03-28 21:45:32 +0100 | 
| commit | 79d2c59112213151060b928a2528c481cfde09fe (patch) | |
| tree | 8fabfa86756ed09ba1c19f019e9b47e5cf5a8856 /indra/newview/app_settings | |
| parent | 69622d8e432d26149b736188b4a489495b4b8a31 (diff) | |
ss reflections: make the guess less far from the source.
Diffstat (limited to 'indra/newview/app_settings')
3 files changed, 3 insertions, 3 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; diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 9305d77ddb..78e4c179d7 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -289,7 +289,7 @@ 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; diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 262b34ede7..9ecb0a40ff 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -292,7 +292,7 @@ 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; | 
