summaryrefslogtreecommitdiff
path: root/servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl
diff options
context:
space:
mode:
Diffstat (limited to 'servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl')
-rw-r--r--servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl4
1 files changed, 0 insertions, 4 deletions
diff --git a/servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl b/servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl
index 4cb486a499..c91ef49c78 100644
--- a/servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl
@@ -93,7 +93,6 @@ const vec4 skin_kernel[kernel_size] = vec4[](
#endif //USE_11_SAMPLES
layout(push_constant, binding = 1, std430) uniform Params {
-
ivec2 screen_size;
float camera_z_far;
float camera_z_near;
@@ -113,7 +112,6 @@ layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly image2D dest_im
layout(set = 2, binding = 0) uniform sampler2D source_depth;
void do_filter(inout vec3 color_accum, inout vec3 divisor, vec2 uv, vec2 step, bool p_skin) {
-
// Accumulate the other samples:
for (int i = 1; i < kernel_size; i++) {
// Fetch color and depth for current sample:
@@ -138,7 +136,6 @@ void do_filter(inout vec3 color_accum, inout vec3 divisor, vec2 uv, vec2 step, b
}
void main() {
-
// Pixel being shaded
ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
@@ -153,7 +150,6 @@ void main() {
float strength = abs(base_color.a);
if (strength > 0.0) {
-
vec2 dir = params.vertical ? vec2(0.0, 1.0) : vec2(1.0, 0.0);
// Fetch linear depth of current pixel: