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-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl11
1 files changed, 10 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 9305d77ddb..922a07c306 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -289,7 +289,16 @@ 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;