diff options
Diffstat (limited to 'indra/newview/app_settings/shaders')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 14 | 
1 files changed, 8 insertions, 6 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 3f4425a0b2..158eef9319 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -298,18 +298,20 @@ void main()  		// 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. -		// --------------------- -		//     ^   ^ ^ ^   ^ -		//     a . b o c . d    check=0:avg(a,b) check=1:avg(c,d)  		float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0  		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 -		float refdepth = texture2DRect(depthMap, ref2d).a; -		vec3 refpos = getPosition_d(ref2d, refdepth).xyz; +		// 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 refn = normalize(texture2DRect(normalMap, ref2d).rgb * 2.0 - 1.0);  		// figure out how appropriate our guess actually was  		float refapprop = max(0.0, dot(-refnorm, normalize(pos - refpos))); | 
