diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
3 files changed, 5 insertions, 8 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl index c639f25fc6..d2903b545c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl @@ -47,6 +47,6 @@ void main()  	vec4 diff = texture2DRect(lightMap, vary_fragcoord.xy); -	float a = min(diff.a * max_cof*0.125, 1.0); +	float a = min(diff.a * max_cof*0.333, 1.0);  	gl_FragColor = mix(diff, dof, a);  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index bf029d1db5..629648ddc3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -73,7 +73,7 @@ void main()  		{  			while (sc > 0.5)  			{ -				int its = int(max(1.0,(sc*3.7*0.5))); +				int its = int(max(1.0,(sc*3.7)));  				for (int i=0; i<its; ++i)  				{  					float ang = sc+i*2*PI/its; // sc is added for rotary perturbance @@ -82,7 +82,7 @@ void main()  					// you could test sample coords against an interesting non-circular aperture shape here, if desired.  					dofSample(diff, w, sc, vary_fragcoord.xy + vec2(samp_x,samp_y));  				} -				sc -= 2.0; +				sc -= 1.0;  			}  		} diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl index 7136d412ea..c66a6e5b48 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl @@ -29,17 +29,14 @@  out vec4 gl_FragColor;  #endif -uniform sampler2D glowMap; -uniform sampler2DRect screenMap; +uniform sampler2DRect diffuseRect;  uniform vec2 screen_res;  VARYING vec2 vary_tc;  void main()   { -	vec3 col = texture2D(glowMap, vary_tc).rgb + -					texture2DRect(screenMap, vary_tc*screen_res).rgb; - +	vec3 col = texture2DRect(diffuseRect, vary_tc*screen_res).rgb;  	gl_FragColor = vec4(col.rgb, dot(col.rgb, vec3(0.299, 0.587, 0.144)));  } | 
