forked from Rowland/EG
64 lines
2.1 KiB
GLSL
64 lines
2.1 KiB
GLSL
/**
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*
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* RenderPipeline
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*
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* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*
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*/
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#version 430
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#pragma optionNV (unroll all)
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#define USE_GBUFFER_EXTENSIONS
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#pragma include "render_pipeline_base.inc.glsl"
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#pragma include "includes/gbuffer.inc.glsl"
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#pragma include "SeperableSSS.inc.glsl"
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uniform sampler2D ShadedScene;
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uniform ivec2 direction;
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out vec3 color;
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// Performs the subsurface scattering blur
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void main() {
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vec2 texcoord = get_texcoord();
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int shading_model = get_gbuffer_shading_model(GBuffer, texcoord);
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// Early out
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if (shading_model != SHADING_MODEL_SKIN) {
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color = textureLod(ShadedScene, texcoord, 0).xyz;
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return;
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}
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const float sss_width = 0.01 * GET_SETTING(skin_shading, blur_scale);
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vec4 blur_result = SSSSBlurPS(texcoord, ShadedScene, GBuffer.Depth, sss_width,
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1, vec2(direction));
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color = blur_result.xyz;
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#if DEBUG_MODE
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color = textureLod(ShadedScene, texcoord, 0).xyz;
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#endif
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}
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