From c5c62b3055325546ae51cfefada93490f76688da Mon Sep 17 00:00:00 2001
From: Tofu Linden <tofu.linden@lindenlab.com>
Date: Wed, 31 Mar 2010 18:23:42 +0100
Subject: [PATCH] debug ssreflection blur direction.  minor.

---
 .../app_settings/shaders/class1/deferred/softenLightF.glsl     | 3 ++-
 1 file changed, 2 insertions(+), 1 deletion(-)

diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 4646bd4d404..155f03fdcf9 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 + (0.25 * 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
@@ -299,6 +299,7 @@ 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;
-- 
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