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authorTofu Linden <tofu.linden@lindenlab.com>2010-03-31 18:23:42 +0100
committerTofu Linden <tofu.linden@lindenlab.com>2010-03-31 18:23:42 +0100
commit784e83462b19c0fbea6656e2a845a1f3ab4b1e70 (patch)
tree6018ef51eb7b5f020bcc68af8f7c4301b891bf4a /indra/newview
parent0997cbe2f5240295cf46d99840c46da2bd099531 (diff)
debug ssreflection blur direction. minor.
Diffstat (limited to 'indra/newview')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl3
1 files changed, 2 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 4646bd4d40..155f03fdcf 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 + (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth;
+ vec2 ref2d = (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth;
// Offset the guess source a little according to a trivial
// checkerboard dither function and spec.a.
// This is meant to be similar to sampling a blurred version
@@ -299,6 +299,7 @@ void main()
// 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);
+ ref2d += tc.xy; // use as offset from destination
// get attributes from the 2D guess point
float refdepth = texture2DRect(depthMap, ref2d).a;
vec3 refpos = getPosition_d(ref2d, refdepth).xyz;