diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 11 |
1 files changed, 10 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 c78d7ece7e..155f03fdcf 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -290,7 +290,16 @@ 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 = (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 + // of the diffuse map. LOD would be better in that regard. + // 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); + 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; |