From e889511a0e3569620897f6ecae7727162dda5701 Mon Sep 17 00:00:00 2001 From: Tofu Linden <tofu.linden@lindenlab.com> Date: Mon, 29 Mar 2010 11:30:08 +0100 Subject: [PATCH] ss reflections tweakage: + // 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 + // 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. --- .../shaders/class1/deferred/softenLightF.glsl | 8 ++++++++ .../shaders/class2/deferred/softenLightF.glsl | 8 ++++++++ .../shaders/class3/deferred/softenLightF.glsl | 8 ++++++++ 3 files changed, 24 insertions(+) diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index e14869af9ec..4646bd4d404 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -291,6 +291,14 @@ 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; + // 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 + // 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. + 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); // 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 78e4c179d70..5769288a367 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -290,6 +290,14 @@ 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; + // 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 + // 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. + 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); // 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 9ecb0a40ff0..70a1c534565 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -293,6 +293,14 @@ 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; + // 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 + // 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. + 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); // get attributes from the 2D guess point float refdepth = texture2DRect(depthMap, ref2d).a; vec3 refpos = getPosition_d(ref2d, refdepth).xyz; -- GitLab