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diff --git a/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl b/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl
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+++ b/indra/newview/app_settings/shaders/class1/deferred/blurLightMSF.glsl
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+/**
+ * @file blurLightF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * $/LicenseInfo$
+ */
+
+
+
+#extension GL_ARB_texture_rectangle : enable
+#extension GL_ARB_texture_multisample : enable
+
+uniform sampler2DMS depthMap;
+uniform sampler2DMS normalMap;
+uniform sampler2DRect lightMap;
+
+uniform float dist_factor;
+uniform float blur_size;
+uniform vec2 delta;
+uniform vec3 kern[4];
+uniform float kern_scale;
+
+varying vec2 vary_fragcoord;
+
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
+
+vec3 texture2DMS3(sampler2DMS tex, ivec2 tc)
+{
+ vec3 ret = vec3(0,0,0);
+ for (int i = 0; i < samples; i++)
+ {
+ ret += texelFetch(tex, tc, i).rgb;
+ }
+
+ return ret/samples;
+}
+
+float texture2DMS1(sampler2DMS tex, ivec2 tc)
+{
+ float ret = 0;
+ for (int i = 0; i < samples; i++)
+ {
+ ret += texelFetch(tex, tc, i).r;
+ }
+
+ return ret/samples;
+}
+
+vec4 getPosition(ivec2 pos_screen)
+{
+ float depth = texture2DMS1(depthMap, pos_screen.xy);
+ vec2 sc = pos_screen.xy*2.0;
+ sc /= screen_res;
+ sc -= vec2(1.0,1.0);
+ vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
+ vec4 pos = inv_proj * ndc;
+ pos /= pos.w;
+ pos.w = 1.0;
+ return pos;
+}
+
+void main()
+{
+ vec2 tc = vary_fragcoord.xy;
+ ivec2 itc = ivec2(tc);
+
+ vec3 norm = texture2DMS3(normalMap, itc).xyz;
+ norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
+ vec3 pos = getPosition(itc).xyz;
+ vec4 ccol = texture2DRect(lightMap, tc).rgba;
+
+ vec2 dlt = kern_scale * delta / (1.0+norm.xy*norm.xy);
+ dlt /= max(-pos.z*dist_factor, 1.0);
+
+ vec2 defined_weight = kern[0].xy; // special case the first (centre) sample's weight in the blur; we have to sample it anyway so we get it for 'free'
+ vec4 col = defined_weight.xyxx * ccol;
+
+ // relax tolerance according to distance to avoid speckling artifacts, as angles and distances are a lot more abrupt within a small screen area at larger distances
+ float pointplanedist_tolerance_pow2 = pos.z*pos.z*0.00005;
+
+ // perturb sampling origin slightly in screen-space to hide edge-ghosting artifacts where smoothing radius is quite large
+ tc += ( (mod(tc.x+tc.y,2) - 0.5) * kern[1].z * dlt * 0.5 );
+
+ for (int i = 1; i < 4; i++)
+ {
+ vec2 samptc = tc + kern[i].z*dlt;
+ vec3 samppos = getPosition(ivec2(samptc)).xyz;
+ float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
+ if (d*d <= pointplanedist_tolerance_pow2)
+ {
+ col += texture2DRect(lightMap, samptc)*kern[i].xyxx;
+ defined_weight += kern[i].xy;
+ }
+ }
+ for (int i = 1; i < 4; i++)
+ {
+ vec2 samptc = vec2(tc - kern[i].z*dlt);
+ vec3 samppos = getPosition(ivec2(samptc)).xyz;
+ float d = dot(norm.xyz, samppos.xyz-pos.xyz);// dist from plane
+ if (d*d <= pointplanedist_tolerance_pow2)
+ {
+ col += texture2DRect(lightMap, samptc)*kern[i].xyxx;
+ defined_weight += kern[i].xy;
+ }
+ }
+
+ col /= defined_weight.xyxx;
+ col.y *= col.y;
+
+ gl_FragColor = col;
+}
+