/** * Copyright (C) 2012 Jorge Jimenez (jorge@iryoku.com) * Copyright (C) 2012 Diego Gutierrez (diegog@unizar.es) * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, * this list of conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the following disclaimer * in the documentation and/or other materials provided with the * distribution: * * "Uses Separable SSS. Copyright (C) 2012 by Jorge Jimenez and Diego * Gutierrez." * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS * IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, * THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL COPYRIGHT HOLDERS OR CONTRIBUTORS * BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. * * The views and conclusions contained in the software and documentation are * those of the authors and should not be interpreted as representing official * policies, either expressed or implied, of the copyright holders. */ #version 450 #ifdef GL_ES precision mediump float; #endif #include "../compiled.glsl" uniform sampler2D gbufferD; uniform sampler2D gbuffer0; uniform sampler2D tex; uniform vec2 dir; in vec2 texCoord; out vec4 fragColor; const float SSSS_FOVY = 45.0; // Separable SSS Reflectance vec4 SSSSBlur(float sssWidth) { // Quality = 0 const int SSSS_N_SAMPLES = 11; vec4 kernel[SSSS_N_SAMPLES]; kernel[0] = vec4(0.560479, 0.669086, 0.784728, 0); kernel[1] = vec4(0.00471691, 0.000184771, 5.07566e-005, -2); kernel[2] = vec4(0.0192831, 0.00282018, 0.00084214, -1.28); kernel[3] = vec4(0.03639, 0.0130999, 0.00643685, -0.72); kernel[4] = vec4(0.0821904, 0.0358608, 0.0209261, -0.32); kernel[5] = vec4(0.0771802, 0.113491, 0.0793803, -0.08); kernel[6] = vec4(0.0771802, 0.113491, 0.0793803, 0.08); kernel[7] = vec4(0.0821904, 0.0358608, 0.0209261, 0.32); kernel[8] = vec4(0.03639, 0.0130999, 0.00643685, 0.72); kernel[9] = vec4(0.0192831, 0.00282018, 0.00084214, 1.28); kernel[10] = vec4(0.00471691, 0.000184771, 5.07565e-005, 2); vec4 colorM = texture(tex, texCoord); // Initialize the stencil buffer in case it was not already available: // if (initStencil) // (Checked in compile time, it's optimized away) // if (SSSS_STREGTH_SOURCE == 0.0) discard; // Fetch linear depth of current pixel // vec4 g0 = texture(gbuffer0, texCoord); // float depth = 1.0 - g0.a; float depth = texture(gbufferD, texCoord).r * 2.0 - 1.0; const float projectionA = cameraPlane.y / (cameraPlane.y - cameraPlane.x); const float projectionB = (-cameraPlane.y * cameraPlane.x) / (cameraPlane.y - cameraPlane.x); float depthM = projectionB / (depth * 0.5 + 0.5 - projectionA); // Calculate the sssWidth scale (1.0 for a unit plane sitting on the projection window) float distanceToProjectionWindow = 1.0 / tan(0.5 * radians(SSSS_FOVY)); float scale = distanceToProjectionWindow / depthM; // Calculate the final step to fetch the surrounding pixels vec2 finalStep = sssWidth * scale * dir; finalStep *= 1.0;//SSSS_STREGTH_SOURCE; // Modulate it using the alpha channel. finalStep *= 1.0 / 3.0; // Divide by 3 as the kernels range from -3 to 3. // Accumulate the center sample: vec4 colorBlurred = colorM; colorBlurred.rgb *= kernel[0].rgb; // Accumulate the other samples // for (int i = 1; i < SSSS_N_SAMPLES; i++) { // Fetch color and depth for current sample vec2 offset = texCoord + kernel[1].a * finalStep; vec4 color = texture(tex, offset); // #if SSSS_FOLLOW_SURFACE == 1 // If the difference in depth is huge, we lerp color back to "colorM": // float depth = texture(depthTex, offset).r; // float s = SSSSSaturate(300.0f * distanceToProjectionWindow * // sssWidth * abs(depthM - depth)); // color.rgb = SSSSLerp(color.rgb, colorM.rgb, s); // #endif // Accumulate colorBlurred.rgb += kernel[1].rgb * color.rgb; offset = texCoord + kernel[2].a * finalStep; color = texture(tex, offset); colorBlurred.rgb += kernel[2].rgb * color.rgb; offset = texCoord + kernel[3].a * finalStep; color = texture(tex, offset); colorBlurred.rgb += kernel[3].rgb * color.rgb; offset = texCoord + kernel[4].a * finalStep; color = texture(tex, offset); colorBlurred.rgb += kernel[4].rgb * color.rgb; offset = texCoord + kernel[5].a * finalStep; color = texture(tex, offset); colorBlurred.rgb += kernel[5].rgb * color.rgb; offset = texCoord + kernel[6].a * finalStep; color = texture(tex, offset); colorBlurred.rgb += kernel[6].rgb * color.rgb; offset = texCoord + kernel[7].a * finalStep; color = texture(tex, offset); colorBlurred.rgb += kernel[7].rgb * color.rgb; offset = texCoord + kernel[8].a * finalStep; color = texture(tex, offset); colorBlurred.rgb += kernel[8].rgb * color.rgb; offset = texCoord + kernel[9].a * finalStep; color = texture(tex, offset); colorBlurred.rgb += kernel[9].rgb * color.rgb; offset = texCoord + kernel[10].a * finalStep; color = texture(tex, offset); colorBlurred.rgb += kernel[10].rgb * color.rgb; // } return colorBlurred; } void main() { // SSS only masked objects if (texture(gbuffer0, texCoord).a == 2.0) { fragColor = SSSSBlur(0.005); } else { fragColor = texture(tex, texCoord); } }