godot/drivers/gles2/shaders/subsurf_scattering.glsl
Rémi Verschelde 0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00

172 lines
4.8 KiB
GLSL

/* clang-format off */
[vertex]
layout(location = 0) in highp vec4 vertex_attrib;
/* clang-format on */
layout(location = 4) in vec2 uv_in;
out vec2 uv_interp;
void main() {
uv_interp = uv_in;
gl_Position = vertex_attrib;
}
/* clang-format off */
[fragment]
//#define QUALIFIER uniform // some guy on the interweb says it may be faster with this
#define QUALIFIER const
#ifdef USE_25_SAMPLES
const int kernel_size = 25;
/* clang-format on */
QUALIFIER vec2 kernel[25] = vec2[](
vec2(0.530605, 0.0),
vec2(0.000973794, -3.0),
vec2(0.00333804, -2.52083),
vec2(0.00500364, -2.08333),
vec2(0.00700976, -1.6875),
vec2(0.0094389, -1.33333),
vec2(0.0128496, -1.02083),
vec2(0.017924, -0.75),
vec2(0.0263642, -0.520833),
vec2(0.0410172, -0.333333),
vec2(0.0493588, -0.1875),
vec2(0.0402784, -0.0833333),
vec2(0.0211412, -0.0208333),
vec2(0.0211412, 0.0208333),
vec2(0.0402784, 0.0833333),
vec2(0.0493588, 0.1875),
vec2(0.0410172, 0.333333),
vec2(0.0263642, 0.520833),
vec2(0.017924, 0.75),
vec2(0.0128496, 1.02083),
vec2(0.0094389, 1.33333),
vec2(0.00700976, 1.6875),
vec2(0.00500364, 2.08333),
vec2(0.00333804, 2.52083),
vec2(0.000973794, 3.0));
#endif //USE_25_SAMPLES
#ifdef USE_17_SAMPLES
const int kernel_size = 17;
QUALIFIER vec2 kernel[17] = vec2[](
vec2(0.536343, 0.0),
vec2(0.00317394, -2.0),
vec2(0.0100386, -1.53125),
vec2(0.0144609, -1.125),
vec2(0.0216301, -0.78125),
vec2(0.0347317, -0.5),
vec2(0.0571056, -0.28125),
vec2(0.0582416, -0.125),
vec2(0.0324462, -0.03125),
vec2(0.0324462, 0.03125),
vec2(0.0582416, 0.125),
vec2(0.0571056, 0.28125),
vec2(0.0347317, 0.5),
vec2(0.0216301, 0.78125),
vec2(0.0144609, 1.125),
vec2(0.0100386, 1.53125),
vec2(0.00317394, 2.0));
#endif //USE_17_SAMPLES
#ifdef USE_11_SAMPLES
const int kernel_size = 11;
QUALIFIER vec2 kernel[11] = vec2[](
vec2(0.560479, 0.0),
vec2(0.00471691, -2.0),
vec2(0.0192831, -1.28),
vec2(0.03639, -0.72),
vec2(0.0821904, -0.32),
vec2(0.0771802, -0.08),
vec2(0.0771802, 0.08),
vec2(0.0821904, 0.32),
vec2(0.03639, 0.72),
vec2(0.0192831, 1.28),
vec2(0.00471691, 2.0));
#endif //USE_11_SAMPLES
uniform float max_radius;
uniform float camera_z_far;
uniform float camera_z_near;
uniform float unit_size;
uniform vec2 dir;
in vec2 uv_interp;
uniform sampler2D source_diffuse; //texunit:0
uniform sampler2D source_sss; //texunit:1
uniform sampler2D source_depth; //texunit:2
layout(location = 0) out vec4 frag_color;
void main() {
float strength = texture(source_sss, uv_interp).r;
strength *= strength; //stored as sqrt
// Fetch color of current pixel:
vec4 base_color = texture(source_diffuse, uv_interp);
if (strength > 0.0) {
// Fetch linear depth of current pixel:
float depth = texture(source_depth, uv_interp).r * 2.0 - 1.0;
#ifdef USE_ORTHOGONAL_PROJECTION
depth = ((depth + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0;
float scale = unit_size; //remember depth is negative by default in OpenGL
#else
depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near));
float scale = unit_size / depth; //remember depth is negative by default in OpenGL
#endif
// Calculate the final step to fetch the surrounding pixels:
vec2 step = max_radius * scale * dir;
step *= strength; // Modulate it using the alpha channel.
step *= 1.0 / 3.0; // Divide by 3 as the kernels range from -3 to 3.
// Accumulate the center sample:
vec3 color_accum = base_color.rgb;
color_accum *= kernel[0].x;
#ifdef ENABLE_STRENGTH_WEIGHTING
float color_weight = kernel[0].x;
#endif
// Accumulate the other samples:
for (int i = 1; i < kernel_size; i++) {
// Fetch color and depth for current sample:
vec2 offset = uv_interp + kernel[i].y * step;
vec3 color = texture(source_diffuse, offset).rgb;
#ifdef ENABLE_FOLLOW_SURFACE
// If the difference in depth is huge, we lerp color back to "colorM":
float depth_cmp = texture(source_depth, offset).r * 2.0 - 1.0;
#ifdef USE_ORTHOGONAL_PROJECTION
depth_cmp = ((depth_cmp + (camera_z_far + camera_z_near) / (camera_z_far - camera_z_near)) * (camera_z_far - camera_z_near)) / 2.0;
#else
depth_cmp = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth_cmp * (camera_z_far - camera_z_near));
#endif
float s = clamp(300.0f * scale * max_radius * abs(depth - depth_cmp), 0.0, 1.0);
color = mix(color, base_color.rgb, s);
#endif
// Accumulate:
color *= kernel[i].x;
#ifdef ENABLE_STRENGTH_WEIGHTING
float color_s = texture(source_sss, offset).r;
color_weight += color_s * kernel[i].x;
color *= color_s;
#endif
color_accum += color;
}
#ifdef ENABLE_STRENGTH_WEIGHTING
color_accum /= color_weight;
#endif
frag_color = vec4(color_accum, base_color.a); //keep alpha (used for SSAO)
} else {
frag_color = base_color;
}
}