diff options
Diffstat (limited to 'indra/newview/app_settings')
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl | 3 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | 3 | 
2 files changed, 4 insertions, 2 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 5769288a36..922a07c306 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -289,7 +289,7 @@ void main()  		//  		depth -= 0.5; // unbias depth  		// first figure out where we'll make our 2D guess from -		vec2 ref2d = tc.xy + (0.25 * 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 @@ -298,6 +298,7 @@ void main()  		// 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; diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 70a1c53456..ddd69befc3 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 + (0.25 * 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 @@ -301,6 +301,7 @@ void main()  		// 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; | 
