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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl14
1 files changed, 12 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 7d57eaa13d..155f03fdcf 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -288,8 +288,18 @@ void main()
// screen-space cheap fakey reflection map
//
+ 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;
@@ -301,7 +311,7 @@ void main()
//refapprop *= step(dot(refnorm, refn), 0.0);
refapprop = min(refapprop, max(0.0, -dot(refnorm, refn))); // more conservative variant
// get appropriate light strength for guess-point
- float reflit = max(dot(refn, vary_light.xyz), 0.0);
+ float reflit = max(dot(refn, lightnorm.xyz), 0.0);
// apply sun color to guess-point, dampen according to inappropriateness of guess
vec3 refprod = (vary_SunlitColor*reflit) * refcol.rgb * refapprop;
vec3 ssshiny = (refprod * spec.a);