MetaCoreEngineV2/rpcore/shader/includes/skin_shading.inc.glsl
2026-01-13 17:06:06 +08:00

47 lines
1.8 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.
*
*/
#pragma once
/*
From:
http://www.iryoku.com/translucency/
*/
const float skin_travel_weight = 1.0;
vec3 skin_transmittance(float distance_through_medium) {
float s = distance_through_medium * skin_travel_weight;
float s_sq = -s * s;
vec3 t = vec3(0.233, 0.455, 0.649) * exp(s_sq / 0.0064) +
vec3(0.1, 0.336, 0.344) * exp(s_sq / 0.0484) +
vec3(0.118, 0.198, 0.0) * exp(s_sq / 0.187) +
vec3(0.113, 0.007, 0.007) * exp(s_sq / 0.567) +
vec3(0.358, 0.004, 0.0) * exp(s_sq / 1.99) +
vec3(0.078, 0.0, 0.0) * exp(s_sq / 7.41);
return t;
}