diff options
Diffstat (limited to 'drivers/gles2/shaders/subsurf_scattering.glsl')
-rw-r--r-- | drivers/gles2/shaders/subsurf_scattering.glsl | 192 |
1 files changed, 192 insertions, 0 deletions
diff --git a/drivers/gles2/shaders/subsurf_scattering.glsl b/drivers/gles2/shaders/subsurf_scattering.glsl new file mode 100644 index 0000000000..fc66d66198 --- /dev/null +++ b/drivers/gles2/shaders/subsurf_scattering.glsl @@ -0,0 +1,192 @@ +[vertex] + + +layout(location=0) in highp vec4 vertex_attrib; +layout(location=4) in vec2 uv_in; + +out vec2 uv_interp; + + +void main() { + + uv_interp = uv_in; + gl_Position = vertex_attrib; +} + +[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; +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; + } +} |