diff options
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl | 11 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | 11 | 
2 files changed, 8 insertions, 14 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; 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; | 
