Also use doxy style function reference `#` prefix chars when referencing identifiers.
79 lines
2.7 KiB
GLSL
79 lines
2.7 KiB
GLSL
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#pragma BLENDER_REQUIRE(common_view_lib.glsl)
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#pragma BLENDER_REQUIRE(common_math_lib.glsl)
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#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
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#pragma BLENDER_REQUIRE(common_uniforms_lib.glsl)
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/* Based on Separable SSS. by Jorge Jimenez and Diego Gutierrez */
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#define MAX_SSS_SAMPLES 65
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layout(std140) uniform sssProfile
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{
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vec4 kernel[MAX_SSS_SAMPLES];
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vec4 radii_max_radius;
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int sss_samples;
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};
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uniform sampler2D depthBuffer;
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uniform sampler2D sssIrradiance;
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uniform sampler2D sssRadius;
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uniform sampler2D sssAlbedo;
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layout(location = 0) out vec4 sssRadiance;
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void main(void)
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{
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vec2 pixel_size = 1.0 / vec2(textureSize(depthBuffer, 0).xy); /* TODO: precompute. */
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vec2 uvs = gl_FragCoord.xy * pixel_size;
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vec3 sss_irradiance = texture(sssIrradiance, uvs).rgb;
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float sss_radius = texture(sssRadius, uvs).r * radii_max_radius.w;
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float depth = texture(depthBuffer, uvs).r;
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float depth_view = get_view_z_from_depth(depth);
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float rand = texelfetch_noise_tex(gl_FragCoord.xy).r;
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#ifdef FIRST_PASS
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float angle = M_2PI * rand + M_PI_2;
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vec2 dir = vec2(1.0, 0.0);
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#else /* SECOND_PASS */
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float angle = M_2PI * rand;
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vec2 dir = vec2(0.0, 1.0);
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#endif
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vec2 dir_rand = vec2(cos(angle), sin(angle));
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/* Compute kernel bounds in 2D. */
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float homcoord = ProjectionMatrix[2][3] * depth_view + ProjectionMatrix[3][3];
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vec2 scale = vec2(ProjectionMatrix[0][0], ProjectionMatrix[1][1]) * sss_radius / homcoord;
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vec2 finalStep = scale * 0.5; /* samples range -1..1 */
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float sss_radius_inv = 1.0 / max(1e-8, sss_radius);
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/* Center sample */
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vec3 accum = sss_irradiance * kernel[0].rgb;
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for (int i = 1; i < sss_samples && i < MAX_SSS_SAMPLES; i++) {
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vec2 sample_uv = uvs + kernel[i].a * finalStep *
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((abs(kernel[i].a) > sssJitterThreshold) ? dir : dir_rand);
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vec3 color = texture(sssIrradiance, sample_uv).rgb;
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float sample_depth = texture(depthBuffer, sample_uv).r;
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sample_depth = get_view_z_from_depth(sample_depth);
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/* Depth correction factor. See Real Time Realistic Skin Translucency 2010
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* by Jimenez, eqs. 2 and 9, and D9740.
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* Coefficient -2 follows from gaussian_profile() from gpu_material.c and
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* from the definition of finalStep. */
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float depth_delta = (depth_view - sample_depth) * sss_radius_inv;
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float s = exp(-2.0 * sqr(depth_delta));
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/* Out of view samples. */
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if (any(lessThan(sample_uv, vec2(0.0))) || any(greaterThan(sample_uv, vec2(1.0)))) {
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s = 0.0;
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}
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/* Mix with first sample in failure case and apply kernel color. */
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accum += kernel[i].rgb * mix(sss_irradiance, color, s);
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}
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#if defined(FIRST_PASS)
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sssRadiance = vec4(accum, 1.0);
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#else /* SECOND_PASS */
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sssRadiance = vec4(accum * texture(sssAlbedo, uvs).rgb, 1.0);
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#endif
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}
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