summaryrefslogtreecommitdiff
path: root/drivers/gles2/shaders/subsurf_scattering.glsl
diff options
context:
space:
mode:
Diffstat (limited to 'drivers/gles2/shaders/subsurf_scattering.glsl')
-rw-r--r--drivers/gles2/shaders/subsurf_scattering.glsl168
1 files changed, 75 insertions, 93 deletions
diff --git a/drivers/gles2/shaders/subsurf_scattering.glsl b/drivers/gles2/shaders/subsurf_scattering.glsl
index fc66d66198..f40fb3a244 100644
--- a/drivers/gles2/shaders/subsurf_scattering.glsl
+++ b/drivers/gles2/shaders/subsurf_scattering.glsl
@@ -1,105 +1,93 @@
+/* clang-format off */
[vertex]
-
-layout(location=0) in highp vec4 vertex_attrib;
-layout(location=4) in vec2 uv_in;
+layout(location = 0) in highp vec4 vertex_attrib;
+/* clang-format on */
+layout(location = 4) in vec2 uv_in;
out vec2 uv_interp;
-
void main() {
uv_interp = uv_in;
gl_Position = vertex_attrib;
}
+/* clang-format off */
[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)
-);
-
+const int kernel_size = 25;
+/* clang-format on */
+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;
-
+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)
-);
-
+ 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;
-
+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)
-);
-
+ 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;
@@ -115,28 +103,24 @@ layout(location = 0) out vec4 frag_color;
void main() {
- float strength = texture(source_sss,uv_interp).r;
- strength*=strength; //stored as sqrt
+ 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) {
-
+ 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;
+ 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.
@@ -157,35 +141,33 @@ void main() {
#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;
+ 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;
+ 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);
+ 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;
+ 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;
+ color_weight += color_s * kernel[i].x;
+ color *= color_s;
#endif
color_accum += color;
-
}
#ifdef ENABLE_STRENGTH_WEIGHTING
- color_accum/=color_weight;
+ color_accum /= color_weight;
#endif
- frag_color = vec4(color_accum,base_color.a); //keep alpha (used for SSAO)
+ frag_color = vec4(color_accum, base_color.a); //keep alpha (used for SSAO)
} else {
frag_color = base_color;
}