armory/Shaders/sss_pass/sss_pass.frag.glsl
2016-10-25 13:01:20 +02:00

164 lines
5.9 KiB
GLSL
Executable file

/**
* 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);
}
}