diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index c78d7ece7e88f085bd04898434da6fe75b52882e..e14869af9ec611d28604b9ed1a579a84d34514e6 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 + (0.5 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth;
+		vec2 ref2d = tc.xy + (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth;
 		// 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/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 9305d77ddb9ce0d68916b510ed67c6cc6af59462..78e4c179d700829e1a2aa94f28af1aa740592c66 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 + (0.5 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth;
+		vec2 ref2d = tc.xy + (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth;
 		// 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 262b34ede7f3c97bd5d1a68bfc362a7dbb003cf1..9ecb0a40ff0053d7e229c91c1a0885c10d80ff6d 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 + (0.5 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth;
+		vec2 ref2d = tc.xy + (0.25 * screen_res.y) * (refnorm.xy) * abs(refnorm.z) / depth;
 		// get attributes from the 2D guess point
 		float refdepth = texture2DRect(depthMap, ref2d).a;
 		vec3 refpos = getPosition_d(ref2d, refdepth).xyz;