Simple divide by 0 error. The input radius was assumed to be safe but is not when the user can scale it arbitrarly. This also move the division out of the loop.
79 lines
2.7 KiB
GLSL
79 lines
2.7 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 */
|
|
|
|
#define MAX_SSS_SAMPLES 65
|
|
layout(std140) uniform sssProfile
|
|
{
|
|
vec4 kernel[MAX_SSS_SAMPLES];
|
|
vec4 radii_max_radius;
|
|
int sss_samples;
|
|
};
|
|
|
|
uniform sampler2D depthBuffer;
|
|
uniform sampler2D sssIrradiance;
|
|
uniform sampler2D sssRadius;
|
|
uniform sampler2D sssAlbedo;
|
|
|
|
layout(location = 0) out vec4 sssRadiance;
|
|
|
|
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;
|
|
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 * kernel[0].rgb;
|
|
|
|
for (int i = 1; i < sss_samples && i < MAX_SSS_SAMPLES; i++) {
|
|
vec2 sample_uv = uvs + kernel[i].a * finalStep *
|
|
((abs(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 kernel color. */
|
|
accum += 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
|
|
}
|