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forked from Rowland/EG
EG/RenderPipelineFile/rpplugins/skin_shading/shader/sssss_blur.frag.glsl
2025-07-24 11:37:46 +08:00

64 lines
2.1 KiB
GLSL

/**
*
* RenderPipeline
*
* Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
*
* 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
}