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blender-archive/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl
Thomas Dinges 6b8bb26c45 EEVEE: Port existing EEVEE shaders and generated materials to use GPUShaderCreateInfo.
Required by Metal backend for efficient shader compilation. EEVEE material
resource binding permutations now controlled via CreateInfo and selected
based on material options. Other existing CreateInfo's also modified to
ensure explicitness for depth-writing mode. Other missing bindings also
addressed to ensure full compliance with the Metal backend.

Authored by Apple: Michael Parkin-White

Ref T96261

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D16243
2022-12-08 21:12:19 +01:00

64 lines
2.5 KiB
GLSL

#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
#pragma BLENDER_REQUIRE(common_uniforms_lib.glsl)
/* Based on Separable SSS. by Jorge Jimenez and Diego Gutierrez */
void main(void)
{
vec2 pixel_size = 1.0 / vec2(textureSize(depthBuffer, 0).xy); /* TODO: precompute. */
vec2 uvs = gl_FragCoord.xy * pixel_size;
vec3 sss_irradiance = texture(sssIrradiance, uvs).rgb;
float sss_radius = texture(sssRadius, uvs).r * radii_max_radius.w * avg_inv_radius;
float depth = texture(depthBuffer, uvs).r;
float depth_view = get_view_z_from_depth(depth);
float rand = texelfetch_noise_tex(gl_FragCoord.xy).r;
#ifdef FIRST_PASS
float angle = M_2PI * rand + M_PI_2;
vec2 dir = vec2(1.0, 0.0);
#else /* SECOND_PASS */
float angle = M_2PI * rand;
vec2 dir = vec2(0.0, 1.0);
#endif
vec2 dir_rand = vec2(cos(angle), sin(angle));
/* Compute kernel bounds in 2D. */
float homcoord = ProjectionMatrix[2][3] * depth_view + ProjectionMatrix[3][3];
vec2 scale = vec2(ProjectionMatrix[0][0], ProjectionMatrix[1][1]) * sss_radius / homcoord;
vec2 finalStep = scale * 0.5; /* samples range -1..1 */
float sss_radius_inv = 1.0 / max(1e-8, sss_radius);
/* Center sample */
vec3 accum = sss_irradiance * sss_kernel[0].rgb;
for (int i = 1; i < sss_samples && i < MAX_SSS_SAMPLES; i++) {
vec2 sample_uv = uvs + sss_kernel[i].a * finalStep *
((abs(sss_kernel[i].a) > sssJitterThreshold) ? dir : dir_rand);
vec3 color = texture(sssIrradiance, sample_uv).rgb;
float sample_depth = texture(depthBuffer, sample_uv).r;
sample_depth = get_view_z_from_depth(sample_depth);
/* Depth correction factor. See Real Time Realistic Skin Translucency 2010
* by Jimenez, eqs. 2 and 9, and D9740.
* Coefficient -2 follows from gaussian_profile() from gpu_material.c and
* from the definition of finalStep. */
float depth_delta = (depth_view - sample_depth) * sss_radius_inv;
float s = exp(-2.0 * sqr(depth_delta));
/* Out of view samples. */
if (any(lessThan(sample_uv, vec2(0.0))) || any(greaterThan(sample_uv, vec2(1.0)))) {
s = 0.0;
}
/* Mix with first sample in failure case and apply sss_kernel color. */
accum += sss_kernel[i].rgb * mix(sss_irradiance, color, s);
}
#if defined(FIRST_PASS)
sssRadiance = vec4(accum, 1.0);
#else /* SECOND_PASS */
sssRadiance = vec4(accum * texture(sssAlbedo, uvs).rgb, 1.0);
#endif
}