/** * * RenderPipeline * * Copyright (c) 2014-2016 tobspr * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. * */ #version 430 #pragma optionNV (unroll all) #define USE_GBUFFER_EXTENSIONS #pragma include "render_pipeline_base.inc.glsl" #pragma include "includes/gbuffer.inc.glsl" #pragma include "SeperableSSS.inc.glsl" uniform sampler2D ShadedScene; uniform ivec2 direction; out vec3 color; // Performs the subsurface scattering blur void main() { vec2 texcoord = get_texcoord(); int shading_model = get_gbuffer_shading_model(GBuffer, texcoord); // Early out if (shading_model != SHADING_MODEL_SKIN) { color = textureLod(ShadedScene, texcoord, 0).xyz; return; } const float sss_width = 0.01 * GET_SETTING(skin_shading, blur_scale); vec4 blur_result = SSSSBlurPS(texcoord, ShadedScene, GBuffer.Depth, sss_width, 1, vec2(direction)); color = blur_result.xyz; #if DEBUG_MODE color = textureLod(ShadedScene, texcoord, 0).xyz; #endif }