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115
leenkx/Shaders/sss_pass/sss_pass.frag.glsl
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115
leenkx/Shaders/sss_pass/sss_pass.frag.glsl
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//
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// Copyright (C) 2012 Jorge Jimenez (jorge@iryoku.com)
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// Copyright (C) 2012 Diego Gutierrez (diegog@unizar.es)
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are met:
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//
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// 1. Redistributions of source code must retain the above copyright notice,
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// this list of conditions and the following disclaimer.
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//
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// 2. Redistributions in binary form must reproduce the following disclaimer
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// in the documentation and/or other materials provided with the
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// distribution:
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//
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// "Uses Separable SSS. Copyright (C) 2012 by Jorge Jimenez and Diego
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// Gutierrez."
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS
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// IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
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// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL COPYRIGHT HOLDERS OR CONTRIBUTORS
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// BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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// POSSIBILITY OF SUCH DAMAGE.
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//
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// The views and conclusions contained in the software and documentation are
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// those of the authors and should not be interpreted as representing official
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// policies, either expressed or implied, of the copyright holders.
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//
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#version 450
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#include "compiled.inc"
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uniform sampler2D gbufferD;
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uniform sampler2D gbuffer0;
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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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in vec2 texCoord;
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out vec4 fragColor;
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const float SSSS_FOVY = 108.0;
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// Separable SSS Reflectance
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// const float sssWidth = 0.005;
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vec4 SSSSBlur() {
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// Quality = 0
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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(0.560479, 0.669086, 0.784728, 0);
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kernel[1] = vec4(0.00471691, 0.000184771, 5.07566e-005, -2);
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kernel[2] = vec4(0.0192831, 0.00282018, 0.00084214, -1.28);
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kernel[3] = vec4(0.03639, 0.0130999, 0.00643685, -0.72);
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kernel[4] = vec4(0.0821904, 0.0358608, 0.0209261, -0.32);
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kernel[5] = vec4(0.0771802, 0.113491, 0.0793803, -0.08);
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kernel[6] = vec4(0.0771802, 0.113491, 0.0793803, 0.08);
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kernel[7] = vec4(0.0821904, 0.0358608, 0.0209261, 0.32);
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kernel[8] = vec4(0.03639, 0.0130999, 0.00643685, 0.72);
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kernel[9] = vec4(0.0192831, 0.00282018, 0.00084214, 1.28);
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kernel[10] = vec4(0.00471691, 0.000184771, 5.07565e-005, 2);
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vec4 colorM = textureLod(tex, texCoord, 0.0);
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// Fetch linear depth of current pixel
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float depth = textureLod(gbufferD, texCoord, 0.0).r;
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float depthM = cameraProj.y / (depth - cameraProj.x);
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// Calculate the sssWidth scale (1.0 for a unit plane sitting on the projection window)
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float distanceToProjectionWindow = 1.0 / tan(0.5 * radians(SSSS_FOVY));
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float scale = distanceToProjectionWindow / depthM;
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// Calculate the final step to fetch the surrounding pixels
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vec2 finalStep = sssWidth * scale * dir;
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finalStep *= 1.0;//SSSS_STREGTH_SOURCE; // Modulate it using the alpha channel.
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finalStep *= 1.0 / 3.0; // Divide by 3 as the kernels range from -3 to 3.
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finalStep *= 0.05; //
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// Accumulate the center sample:
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vec4 colorBlurred = colorM;
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colorBlurred.rgb *= kernel[0].rgb;
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// Accumulate the other samples
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for (int i = 1; i < SSSS_N_SAMPLES; i++) {
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// Fetch color and depth for current sample
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vec2 offset = texCoord + kernel[i].a * finalStep;
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vec4 color = textureLod(tex, offset, 0.0);
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//#if SSSS_FOLLOW_SURFACE == 1
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// If the difference in depth is huge, we lerp color back to "colorM":
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//float depth = textureLod(tex, offset, 0.0).r;
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//float s = clamp(300.0f * distanceToProjectionWindow * sssWidth * abs(depthM - depth),0.0,1.0);
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//color.rgb = mix(color.rgb, colorM.rgb, s);
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//#endif
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// Accumulate
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colorBlurred.rgb += kernel[i].rgb * color.rgb;
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}
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return colorBlurred;
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}
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void main() {
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if (textureLod(gbuffer0, texCoord, 0.0).a == 8192.0) {
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fragColor = clamp(SSSSBlur(), 0.0, 1.0);
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}
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else {
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fragColor = textureLod(tex, texCoord, 0.0);
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}
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}
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leenkx/Shaders/sss_pass/sss_pass.json
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leenkx/Shaders/sss_pass/sss_pass.json
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{
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"contexts": [
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{
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"name": "sss_pass_x",
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"depth_write": false,
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"compare_mode": "always",
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"cull_mode": "none",
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"links": [
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{
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"name": "dir",
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"link": "_vec2x"
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},
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{
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"name": "cameraProj",
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"link": "_cameraPlaneProj"
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}
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],
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"texture_params": [],
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"vertex_shader": "../include/pass.vert.glsl",
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"fragment_shader": "sss_pass.frag.glsl"
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},
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{
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"name": "sss_pass_y",
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"depth_write": false,
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"compare_mode": "always",
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"cull_mode": "none",
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"links": [
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{
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"name": "dir",
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"link": "_vec2y"
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},
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{
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"name": "cameraProj",
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"link": "_cameraPlaneProj"
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}
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],
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"texture_params": [],
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"vertex_shader": "../include/pass.vert.glsl",
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"fragment_shader": "sss_pass.frag.glsl"
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}
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]
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}
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