diff options
Diffstat (limited to 'indra/newview/app_settings')
3 files changed, 3 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index c78d7ece7e..e14869af9e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -290,7 +290,7 @@ 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 = tc.xy + (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth; // get attributes from the 2D guess point float refdepth = texture2DRect(depthMap, ref2d).a; vec3 refpos = getPosition_d(ref2d, refdepth).xyz; diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 9305d77ddb..78e4c179d7 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -289,7 +289,7 @@ 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 = tc.xy + (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth; // get attributes from the 2D guess point float refdepth = texture2DRect(depthMap, ref2d).a; vec3 refpos = getPosition_d(ref2d, refdepth).xyz; diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 262b34ede7..9ecb0a40ff 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -292,7 +292,7 @@ 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 = tc.xy + (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth; // get attributes from the 2D guess point float refdepth = texture2DRect(depthMap, ref2d).a; vec3 refpos = getPosition_d(ref2d, refdepth).xyz; |