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LNXSDK/leenkx/Shaders/sss_pass/sss_pass.frag.glsl
2026-08-07 02:04:01 -07:00

188 lines
6.6 KiB
GLSL

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