diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 158eef9319eb003a99f9e08f0492732846d26172..5fb86dd92d5d39e09001f0e37d4bab4832d3089f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -299,7 +299,7 @@ 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
-		vec2 checkoffset = normalize(ref2d)*5.0*(1.0-spec.a)*(checkerboard-0.5);
+		vec2 checkoffset = normalize(ref2d)*9.0*(1.0-spec.a)*(checkerboard-0.5);
 		ref2d += checkoffset;
 		ref2d += tc.xy; // use as offset from destination
 		// Get attributes from the 2D guess point.
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index dbccb7fb8bc256fc64a069d583a7184bf71e091d..1fd54b56071a7d350c6722014d832840fe9e0f68 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
-		vec2 checkoffset = normalize(ref2d)*5.0*(1.0-spec.a)*(checkerboard-0.5);
+		vec2 checkoffset = normalize(ref2d)*9.0*(1.0-spec.a)*(checkerboard-0.5);
 		ref2d += checkoffset;
 		ref2d += tc.xy; // use as offset from destination
 		// Get attributes from the 2D guess point.
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index ef81ed13089409fbbea526239696048b84fcc152..45d921d86185cae97547732336d3182147591c76 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -301,7 +301,7 @@ 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
-		vec2 checkoffset = normalize(ref2d)*5.0*(1.0-spec.a)*(checkerboard-0.5);
+		vec2 checkoffset = normalize(ref2d)*9.0*(1.0-spec.a)*(checkerboard-0.5);
 		ref2d += checkoffset;
 		ref2d += tc.xy; // use as offset from destination
 		// Get attributes from the 2D guess point.