From e07937ced233513bcae55b2365f9ba5a15108faa Mon Sep 17 00:00:00 2001
From: Tofu Linden <tofu.linden@lindenlab.com>
Date: Wed, 7 Apr 2010 10:31:56 +0100
Subject: [PATCH] apply latest ssreflections tweaks to class2 and class3.

---
 .../shaders/class2/deferred/softenLightF.glsl       | 13 ++++++++++---
 .../shaders/class3/deferred/softenLightF.glsl       | 13 ++++++++++---
 2 files changed, 20 insertions(+), 6 deletions(-)

diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 00a6a9dcb5e..dbccb7fb8bc 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -298,12 +298,19 @@ 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
-		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
+		// Get attributes from the 2D guess point.
+		// We average two samples of diffuse (not of anything else) per
+		// pixel to try to reduce aliasing some more.
+		// ---------------------
+		//     ^   ^ ^ ^   ^
+		//     a . b o c . d    check=0:avg(a,b) check=1:avg(c,d)
+		vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d).rgb +
+				     texture2DRect(diffuseRect, ref2d + checkoffset*2.0).rgb);
 		float refdepth = texture2DRect(depthMap, ref2d).a;
 		vec3 refpos = getPosition_d(ref2d, refdepth).xyz;
-		vec3 refcol = texture2DRect(diffuseRect, ref2d).rgb;
 		float refshad = texture2DRect(lightMap, ref2d).r;
 		vec3 refn = normalize(texture2DRect(normalMap, ref2d).rgb * 2.0 - 1.0);
 		// figure out how appropriate our guess actually was
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index aaa74eb7df4..ef81ed13089 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -301,12 +301,19 @@ 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
-		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
+		// Get attributes from the 2D guess point.
+		// We average two samples of diffuse (not of anything else) per
+		// pixel to try to reduce aliasing some more.
+		// ---------------------
+		//     ^   ^ ^ ^   ^
+		//     a . b o c . d    check=0:avg(a,b) check=1:avg(c,d)
+		vec3 refcol = 0.5 * (texture2DRect(diffuseRect, ref2d).rgb +
+				     texture2DRect(diffuseRect, ref2d + checkoffset*2.0).rgb);
 		float refdepth = texture2DRect(depthMap, ref2d).a;
 		vec3 refpos = getPosition_d(ref2d, refdepth).xyz;
-		vec3 refcol = texture2DRect(diffuseRect, ref2d).rgb;
 		float refshad = texture2DRect(lightMap, ref2d).r;
 		vec3 refn = normalize(texture2DRect(normalMap, ref2d).rgb * 2.0 - 1.0);
 		// figure out how appropriate our guess actually was
-- 
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