// // Copyright (C) 2012 Jorge Jimenez (jorge@iryoku.com) // Copyright (C) 2012 Diego Gutierrez (diegog@unizar.es) // Copyright (C) 2025 Onek8 (info@leenkx.com) // 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. // // TODO: // Add real sss radius // Add real sss scale // Move temp hash, reorganize shader utility functions // Add compiler flag for quality presets or with samples parameter // Clean up + Document comment #version 450 #include "compiled.inc" uniform sampler2D gbufferD; uniform sampler2D gbuffer0; uniform sampler2D tex; uniform vec2 dir; uniform vec2 cameraProj; in vec2 texCoord; out vec4 fragColor; const float SSSS_FOVY = 108.0; // Temp hash func - 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() { const int SSSS_N_SAMPLES = 15; vec4 kernel[SSSS_N_SAMPLES]; // color neutral kernel weights to prevent color shifting kernel[0] = vec4(0.2, 0.2, 0.2, 0.0); kernel[1] = vec4(0.12, 0.12, 0.12, 0.2); kernel[2] = vec4(0.09, 0.09, 0.09, 0.4); kernel[3] = vec4(0.06, 0.06, 0.06, 0.8); kernel[4] = vec4(0.04, 0.04, 0.04, 1.2); kernel[5] = vec4(0.025, 0.025, 0.025, 1.6); kernel[6] = vec4(0.015, 0.015, 0.015, 2.0); kernel[7] = vec4(0.005, 0.005, 0.005, 2.5); kernel[8] = vec4(0.12, 0.12, 0.12, -0.2); kernel[9] = vec4(0.09, 0.09, 0.09, -0.4); kernel[10] = vec4(0.06, 0.06, 0.06, -0.8); kernel[11] = vec4(0.04, 0.04, 0.04, -1.2); kernel[12] = vec4(0.025, 0.025, 0.025, -1.6); kernel[13] = vec4(0.015, 0.015, 0.015, -2.0); kernel[14] = vec4(0.005, 0.005, 0.005, -2.5); vec4 colorM = textureLod(tex, texCoord, 0.0); float depth = textureLod(gbufferD, texCoord, 0.0).r; float depthM = cameraProj.y / (depth - cameraProj.x); float distanceToProjectionWindow = 1.0 / tan(0.5 * radians(SSSS_FOVY)); float scale = distanceToProjectionWindow / depthM; vec2 finalStep = sssWidth * scale * dir; vec3 jitterSeed = vec3(texCoord.xy * 1000.0, fract(cameraProj.x * 0.0001)); float jitterOffset = (hash13(jitterSeed) * 2.0 - 1.0) * 0.15; // 15% jitteR finalStep *= (1.0 + jitterOffset); finalStep *= 0.05; vec3 colorBlurred = vec3(0.0); vec3 weightSum = vec3(0.0); colorBlurred += colorM.rgb * kernel[0].rgb; weightSum += kernel[0].rgb; // Accumulate the other samples with per-pixel jittering to reduce banding 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; vec4 color = textureLod(tex, offset, 0.0); // ADJUST FOR SURFACE FOLLOWING // 0.0 = disabled (maximum SSS but with bleeding), 1.0 = fully enabled (prevents bleeding but might reduce SSS effect) const float SURFACE_FOLLOWING_STRENGTH = 0.15; // Reduced to preserve more SSS effect if (SURFACE_FOLLOWING_STRENGTH > 0.0) { float sampleDepth = textureLod(gbufferD, offset, 0.0).r; float depthScale = 5.0; float depthDiff = abs(depth - sampleDepth) * depthScale; if (depthDiff > 0.3) { float blendFactor = clamp(depthDiff - 0.3, 0.0, 1.0) * SURFACE_FOLLOWING_STRENGTH; color.rgb = mix(color.rgb, colorM.rgb, blendFactor); } } colorBlurred += color.rgb * kernel[i].rgb; weightSum += kernel[i].rgb; } vec3 normalizedColor = colorBlurred / max(weightSum, vec3(0.00001)); float dither = hash13(vec3(texCoord * 1333.0, 0.0)) * 0.003 - 0.0015; return vec4(normalizedColor + vec3(dither), colorM.a); } void main() { if (textureLod(gbuffer0, texCoord, 0.0).a == 8192.0) { vec4 originalColor = textureLod(tex, texCoord, 0.0); vec4 blurredColor = SSSSBlur(); vec4 finalColor = mix(blurredColor, originalColor, 0.15); fragColor = clamp(finalColor, 0.0, 1.0); } else { fragColor = textureLod(tex, texCoord, 0.0); } }