diff options
Diffstat (limited to 'indra')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 9 | 
1 files changed, 7 insertions, 2 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 503c7d0b83..3f4425a0b2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -298,13 +298,18 @@ 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 -		ref2d += normalize(ref2d)*14.0*(1.0-spec.a)*(checkerboard-0.5); +		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; -		vec3 refcol = texture2DRect(diffuseRect, ref2d).rgb; +		vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d).rgb + +				     texture2DRect(diffuseRect, ref2d + checkoffset*2.0).rgb);  		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))); | 
