diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl | 13 | 
1 files changed, 10 insertions, 3 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 00a6a9dcb5..dbccb7fb8b 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -298,12 +298,19 @@ void main()  		// 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); +		vec2 checkoffset = normalize(ref2d)*5.0*(1.0-spec.a)*(checkerboard-0.5); +		ref2d += checkoffset;  		ref2d += tc.xy; // use as offset from destination -		// get attributes from the 2D guess point +		// Get attributes from the 2D guess point. +		// We average two samples of diffuse (not of anything else) per +		// pixel to try to reduce aliasing some more. +		// --------------------- +		//     ^   ^ ^ ^   ^ +		//     a . b o c . d    check=0:avg(a,b) check=1:avg(c,d) +		vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d).rgb + +				     texture2DRect(diffuseRect, ref2d + checkoffset*2.0).rgb);  		float refdepth = texture2DRect(depthMap, ref2d).a;  		vec3 refpos = getPosition_d(ref2d, refdepth).xyz; -		vec3 refcol = texture2DRect(diffuseRect, ref2d).rgb;  		float refshad = texture2DRect(lightMap, ref2d).r;  		vec3 refn = normalize(texture2DRect(normalMap, ref2d).rgb * 2.0 - 1.0);  		// figure out how appropriate our guess actually was | 
