Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
102 lines
2.9 KiB
GLSL
102 lines
2.9 KiB
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 sssData;
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uniform sampler2D sssAlbedo;
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#ifndef UTIL_TEX
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# define UTIL_TEX
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uniform sampler2DArray utilTex;
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# define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0)
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#endif /* UTIL_TEX */
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layout(location = 0) out vec4 FragColor;
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#ifdef RESULT_ACCUM
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layout(location = 1) out vec4 sssColor;
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#endif
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float get_view_z_from_depth(float depth)
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{
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if (ProjectionMatrix[3][3] == 0.0) {
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float d = 2.0 * depth - 1.0;
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return -ProjectionMatrix[3][2] / (d + ProjectionMatrix[2][2]);
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}
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else {
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return viewVecs[0].z + depth * viewVecs[1].z;
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}
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}
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#define LUT_SIZE 64
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#define M_PI_2 1.5707963267948966 /* pi/2 */
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#define M_2PI 6.2831853071795865 /* 2*pi */
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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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vec4 sss_data = texture(sssData, uvs).rgba;
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float depth_view = get_view_z_from_depth(texture(depthBuffer, uvs).r);
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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_data.aa / homcoord;
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vec2 finalStep = scale * radii_max_radius.w;
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finalStep *= 0.5; /* samples range -1..1 */
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/* Center sample */
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vec3 accum = sss_data.rgb * 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(sssData, 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. */
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float depth_delta = depth_view - sample_depth;
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float s = clamp(1.0 - exp(-(depth_delta * depth_delta) / (2.0 * sss_data.a)), 0.0, 1.0);
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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 = 1.0;
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}
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accum += kernel[i].rgb * mix(color, sss_data.rgb, s);
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}
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#ifdef FIRST_PASS
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FragColor = vec4(accum, sss_data.a);
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#else /* SECOND_PASS */
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# ifdef USE_SEP_ALBEDO
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# ifdef RESULT_ACCUM
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FragColor = vec4(accum, 1.0);
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sssColor = texture(sssAlbedo, uvs);
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# else
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FragColor = vec4(accum * texture(sssAlbedo, uvs).rgb, 1.0);
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# endif
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# else
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FragColor = vec4(accum, 1.0);
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# endif
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#endif
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}
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