From 473df1559015de6d72a18cb12958e68fb438f2ac Mon Sep 17 00:00:00 2001 From: Tofu Linden Date: Thu, 22 Apr 2010 21:33:10 +0100 Subject: ssreflections: dampen/blur ssreflections rather more. (transplanted from 4c4ae8d8f0795244fda258c157177e2778bfc444) --- indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl') diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 2982cd3e09..28cfc6322e 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -298,7 +298,7 @@ void main() // The goal of the blur is to soften reflections in surfaces // with low shinyness, and also to disguise our lameness. float checkerboard = floor(mod(tc.x+tc.y, 2.0)); // 0.0, 1.0 - float checkoffset = 1.0 + (7.0*(1.0-spec.a))*(checkerboard-0.5); + float checkoffset = (3.0 + (7.0*(1.0-spec.a)))*(checkerboard-0.5); ref2d += vec2(checkoffset, checkoffset); ref2d += tc.xy; // use as offset from destination // Get attributes from the 2D guess point. @@ -324,6 +324,7 @@ void main() float refmod = min(refapprop, reflit); vec3 refprod = vary_SunlitColor * refcol.rgb * refmod; vec3 ssshiny = (refprod * spec.a); + ssshiny *= 0.3; // dampen it even more // add the two types of shiny together col += (ssshiny + dumbshiny) * spec.rgb; -- cgit v1.2.3