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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/dofCombineF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl7
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)));
}