Full BSDF
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@ -40,100 +40,148 @@
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uniform sampler2D gbufferD;
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uniform sampler2D gbuffer0;
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uniform sampler2D gbuffer1;
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uniform sampler2D tex;
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uniform vec2 dir;
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uniform vec2 cameraProj;
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uniform mat4 projectionMatrix;
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#ifdef _ExtBRDF
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//!uniform vec4 materialParams[MAX_MATERIALS * 8];
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#endif
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in vec2 texCoord;
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out vec4 fragColor;
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const vec3 SKIN_SSS_RADIUS = vec3(4.8, 2.4, 1.5);
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const float SSS_DISTANCE_SCALE = 0.001;
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// TODO: finish the SSS
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const float SSS_SCALE = 0.05;
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const float DEPTH_THRESHOLD = 0.05;
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// Temp hash func -
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float hash13(vec3 p3) {
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p3 = fract(p3 * vec3(0.1031, 0.1030, 0.0973));
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p3 += dot(p3, p3.yzx + 33.33);
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return fract((p3.x + p3.y) * p3.z);
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}
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vec4 SSSSBlur() {
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const int SSSS_N_SAMPLES = 15;
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vec4 SSSSBlur(vec3 sssRadius, float sssWeight) {
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const int SSSS_N_SAMPLES = 11;
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vec4 kernel[SSSS_N_SAMPLES];
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kernel[0] = vec4(0.233, 0.455, 0.649, 0.0); // Center sample
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kernel[1] = vec4(0.100, 0.336, 0.344, 0.37); // +0.37mm
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kernel[2] = vec4(0.118, 0.198, 0.0, 0.97); // +0.97mm
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kernel[3] = vec4(0.113, 0.007, 0.007, 1.93); // +1.93mm
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kernel[4] = vec4(0.358, 0.004, 0.0, 3.87); // +3.87mm
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kernel[5] = vec4(0.078, 0.0, 0.0, 6.53); // +6.53mm (red only)
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kernel[6] = vec4(0.0, 0.0, 0.0, 0.0); // Unused
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kernel[7] = vec4(0.0, 0.0, 0.0, 0.0); // Unused
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kernel[8] = vec4(0.100, 0.336, 0.344, -0.37); // -0.37mm
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kernel[9] = vec4(0.118, 0.198, 0.0, -0.97); // -0.97mm
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kernel[10] = vec4(0.113, 0.007, 0.007, -1.93); // -1.93mm
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kernel[11] = vec4(0.358, 0.004, 0.0, -3.87); // -3.87mm
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kernel[12] = vec4(0.078, 0.0, 0.0, -6.53); // -6.53mm (red only)
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kernel[13] = vec4(0.0, 0.0, 0.0, 0.0); // Unused
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kernel[14] = vec4(0.0, 0.0, 0.0, 0.0); // Unused
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vec4 colorM = textureLod(tex, texCoord, 0.0);
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float depth = textureLod(gbufferD, texCoord, 0.0).r;
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kernel[0] = vec4(0.233, 0.455, 0.649, 0.0); // Center sample
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kernel[1] = vec4(0.100, 0.336, 0.344, 0.37); // +0.37
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kernel[2] = vec4(0.118, 0.198, 0.0, 0.97); // +0.97
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kernel[3] = vec4(0.113, 0.007, 0.007, 1.93); // +1.93
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kernel[4] = vec4(0.358, 0.004, 0.0, 3.87); // +3.87
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kernel[5] = vec4(0.078, 0.0, 0.0, 6.53); // +6.53 (red only)
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kernel[6] = vec4(0.100, 0.336, 0.344, -0.37); // -0.37
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kernel[7] = vec4(0.118, 0.198, 0.0, -0.97); // -0.97
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kernel[8] = vec4(0.113, 0.007, 0.007, -1.93); // -1.93
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kernel[9] = vec4(0.358, 0.004, 0.0, -3.87); // -3.87
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kernel[10] = vec4(0.078, 0.0, 0.0, -6.53); // -6.53 (red only)
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vec2 texSize = vec2(textureSize(tex, 0));
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ivec2 texelCoord = ivec2(texCoord * texSize);
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vec4 colorM = texelFetch(tex, texelCoord, 0);
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vec3 albedo = texelFetch(gbuffer1, texelCoord, 0).rgb;
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vec3 irradianceM = colorM.rgb / max(albedo, vec3(0.00001));
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float depth = texelFetch(gbufferD, texelCoord, 0).r;
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float depthM = cameraProj.y / (depth - cameraProj.x);
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float distanceScale = 1.0 / max(depthM, 0.1);
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vec2 finalStep = sssWidth * distanceScale * dir * SSS_DISTANCE_SCALE;
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float blurWidth = max(max(sssRadius.r, sssRadius.g), sssRadius.b);
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float projScale = dot(dir, vec2(projectionMatrix[0][0], projectionMatrix[1][1]));
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vec2 finalStep = blurWidth * (1.0 / depthM) * dir * projScale * SSS_SCALE;
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vec3 jitterSeed = vec3(texCoord.xy * 1000.0, fract(cameraProj.x * 0.0001));
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float jitterOffset = (hash13(jitterSeed) * 2.0 - 1.0) * 0.15;
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finalStep *= (1.0 + jitterOffset);
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vec3 colorBlurred = vec3(0.0);
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vec3 weightSum = vec3(0.0);
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colorBlurred += colorM.rgb * kernel[0].rgb;
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weightSum += kernel[0].rgb;
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vec3 colorBlurred = irradianceM * kernel[0].rgb;
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vec3 weightSum = kernel[0].rgb;
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for (int i = 1; i < SSSS_N_SAMPLES; i++) {
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float sampleJitter = hash13(vec3(texCoord.xy * 720.0, float(i) * 37.45)) * 0.1 - 0.05;
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vec2 offset = texCoord + (kernel[i].a + sampleJitter) * finalStep;
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vec4 color = textureLod(tex, offset, 0.0);
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const float DEPTH_THRESHOLD = 0.05;
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float sampleDepth = textureLod(gbufferD, offset, 0.0).r;
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float sampleDepthM = cameraProj.y / (sampleDepth - cameraProj.x);
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float depthDiff = abs(depthM - sampleDepthM);
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float depthWeight = exp(-depthDiff * 10.0);
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if (depthDiff > DEPTH_THRESHOLD) {
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color.rgb = mix(colorM.rgb, color.rgb, depthWeight);
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vec3 irradiance = irradianceM;
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float s = 0.0;
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if (all(greaterThanEqual(offset, vec2(0.0))) && all(lessThan(offset, vec2(1.0)))) {
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ivec2 sampleTexel = ivec2(offset * texSize);
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float sampleDepth = texelFetch(gbufferD, sampleTexel, 0).r;
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float sampleDepthM = cameraProj.y / (sampleDepth - cameraProj.x);
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float depthDiff = abs(depthM - sampleDepthM);
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if (depthDiff < 1.0) {
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vec4 sampleG0 = texelFetch(gbuffer0, sampleTexel, 0);
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float sampleMetallic;
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uint sampleMatid;
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unpackFloatInt16(sampleG0.a, sampleMetallic, sampleMatid);
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bool sampleIsSSS = false;
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#ifdef _ExtBRDF
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if (sampleMatid >= 3u && sampleMatid < uint(MAX_MATERIALS)) {
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if (materialParams[sampleMatid * 8u + 3u].z > 0.0) sampleIsSSS = true;
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}
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#endif
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if (sampleIsSSS) {
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vec3 sampleColor = texelFetch(tex, sampleTexel, 0).rgb;
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vec3 sampleAlbedo = texelFetch(gbuffer1, sampleTexel, 0).rgb;
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irradiance = sampleColor / max(sampleAlbedo, vec3(0.00001));
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}
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if (depthDiff <= DEPTH_THRESHOLD) {
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s = 1.0;
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} else {
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s = exp(-depthDiff * 10.0);
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}
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}
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}
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colorBlurred += color.rgb * kernel[i].rgb;
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colorBlurred += kernel[i].rgb * mix(irradianceM, irradiance, s);
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weightSum += kernel[i].rgb;
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}
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vec3 normalizedColor = colorBlurred / max(weightSum, vec3(0.00001));
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vec3 normalizedIrradiance = colorBlurred / max(weightSum, vec3(0.00001));
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float dither = hash13(vec3(texCoord * 1333.0, 0.0)) * 0.003 - 0.0015;
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normalizedColor = max(normalizedColor + vec3(dither), vec3(0.0));
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return vec4(normalizedColor, colorM.a);
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normalizedIrradiance = max(normalizedIrradiance + vec3(dither), vec3(0.0));
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vec3 blurredColor = normalizedIrradiance * albedo;
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vec3 result = mix(colorM.rgb, blurredColor, sssWeight);
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return vec4(result, colorM.a);
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}
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void main() {
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vec4 g0 = textureLod(gbuffer0, texCoord, 0.0);
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vec2 texSize0 = vec2(textureSize(gbuffer0, 0));
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ivec2 texelCoord0 = ivec2(texCoord * texSize0);
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vec4 g0 = texelFetch(gbuffer0, texelCoord0, 0);
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float metallic;
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uint matid;
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unpackFloatInt16(g0.a, metallic, matid);
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if (matid == 2u) {
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vec4 originalColor = textureLod(tex, texCoord, 0.0);
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vec4 blurredColor = SSSSBlur();
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vec4 sssContribution = blurredColor - originalColor;
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vec4 combined = originalColor + max(vec4(0.0), sssContribution) * 0.8;
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fragColor = max(vec4(0.0), min(combined, vec4(10.0)));
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bool applySSS = false;
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vec3 sssRadius = vec3(1.0);
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float sssWeight = 1.0;
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vec4 matp0, matp1, matp2, matp3, matp4, matp5, matp6, matp7;
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#ifdef _ExtBRDF
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if (matid >= 3u && matid < uint(MAX_MATERIALS)) {
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getMaterialParams(matid, matp0, matp1, matp2, matp3, matp4, matp5, matp6, matp7);
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// matp3.z = subsurface, matp4.xyz = subsurfaceRadiusRGB, matp7.x = subsurfaceScale
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if (matp3.z > 0.0) {
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applySSS = true;
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sssRadius = matp4.xyz * matp7.x;
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sssWeight = matp3.z;
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}
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}
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#endif
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if (applySSS) {
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fragColor = SSSSBlur(sssRadius, sssWeight);
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} else {
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fragColor = textureLod(tex, texCoord, 0.0);
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vec2 texSizeMain = vec2(textureSize(tex, 0));
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ivec2 texelCoordMain = ivec2(texCoord * texSizeMain);
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fragColor = texelFetch(tex, texelCoordMain, 0);
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}
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}
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