diff options
Diffstat (limited to 'indra/newview/app_settings/shaders')
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))); } |