[vertex] layout(location=0) in highp vec4 vertex_attrib; layout(location=4) in vec2 uv_in; out vec2 uv_interp; void main() { uv_interp = uv_in; gl_Position = vertex_attrib; } [fragment] //#define QUALIFIER uniform // some guy on the interweb says it may be faster with this #define QUALIFIER const #ifdef USE_25_SAMPLES const int kernel_size=25; QUALIFIER vec2 kernel[25] = vec2[] ( vec2(0.099654,0.0), vec2(0.001133,-3.0), vec2(0.002316,-2.52083), vec2(0.00445,-2.08333), vec2(0.008033,-1.6875), vec2(0.013627,-1.33333), vec2(0.021724,-1.02083), vec2(0.032542,-0.75), vec2(0.04581,-0.520833), vec2(0.0606,-0.333333), vec2(0.075333,-0.1875), vec2(0.088001,-0.0833333), vec2(0.096603,-0.0208333), vec2(0.096603,0.0208333), vec2(0.088001,0.0833333), vec2(0.075333,0.1875), vec2(0.0606,0.333333), vec2(0.04581,0.520833), vec2(0.032542,0.75), vec2(0.021724,1.02083), vec2(0.013627,1.33333), vec2(0.008033,1.6875), vec2(0.00445,2.08333), vec2(0.002316,2.52), vec2(0.001133,3.0) ); #endif //USE_25_SAMPLES #ifdef USE_17_SAMPLES const int kernel_size=17; QUALIFIER vec2 kernel[17] = vec2[]( vec2(0.197417,0.0), vec2(0.000078,-2.0), vec2(0.000489,-1.53125), vec2(0.002403,-1.125), vec2(0.009245,-0.78125), vec2(0.027835,-0.5), vec2(0.065592,-0.28125), vec2(0.12098,-0.125), vec2(0.17467,-0.03125), vec2(0.17467,0.03125), vec2(0.12098,0.125), vec2(0.065592,0.28125), vec2(0.027835,0.5), vec2(0.009245,0.78125), vec2(0.002403,1.125), vec2(0.000489,1.53125), vec2(0.000078,2.0) ); #endif //USE_17_SAMPLES #ifdef USE_11_SAMPLES const int kernel_size=11; QUALIFIER vec2 kernel[kernel_size] = vec2[]( vec2(0.198596,0.0), vec2(0.0093,-2.0), vec2(0.028002,-1.28), vec2(0.065984,-0.72), vec2(0.121703,-0.32), vec2(0.175713,-0.08), vec2(0.175713,0.08), vec2(0.121703,0.32), vec2(0.065984,0.72), vec2(0.028002,1.28), vec2(0.0093,2.0) ); #endif //USE_11_SAMPLES uniform float max_radius; uniform float camera_z_far; uniform float camera_z_near; uniform float unit_size; uniform vec2 dir; in vec2 uv_interp; uniform sampler2D source_diffuse; //texunit:0 uniform sampler2D source_sss; //texunit:1 uniform sampler2D source_depth; //texunit:2 layout(location = 0) out vec4 frag_color; void main() { float strength = texture(source_sss,uv_interp).r; strength*=strength; //stored as sqrt // Fetch color of current pixel: vec4 base_color = texture(source_diffuse, uv_interp); if (strength>0.0) { // Fetch linear depth of current pixel: float depth = texture(source_depth, uv_interp).r * 2.0 - 1.0; depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near)); float scale = unit_size / depth; //remember depth is negative by default in OpenGL // Calculate the final step to fetch the surrounding pixels: vec2 step = max_radius * scale * dir; step *= strength; // Modulate it using the alpha channel. step *= 1.0 / 3.0; // Divide by 3 as the kernels range from -3 to 3. // Accumulate the center sample: vec3 color_accum = base_color.rgb; color_accum *= kernel[0].x; #ifdef ENABLE_STRENGTH_WEIGHTING float color_weight = kernel[0].x; #endif // Accumulate the other samples: for (int i = 1; i < kernel_size; i++) { // Fetch color and depth for current sample: vec2 offset = uv_interp + kernel[i].y * step; vec3 color = texture(source_diffuse, offset).rgb; #ifdef ENABLE_FOLLOW_SURFACE // If the difference in depth is huge, we lerp color back to "colorM": float depth_cmp = texture(source_depth, offset).r *2.0 - 1.0; depth_cmp = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth_cmp * (camera_z_far - camera_z_near)); float s = clamp(300.0f * distance * max_radius * abs(depth - depth_cmp),0.0,1.0); color = mix(color, base_color.rgb, s); #endif // Accumulate: color*=kernel[i].x; #ifdef ENABLE_STRENGTH_WEIGHTING float color_s = texture(source_sss, offset).r; color_weight+=color_s * kernel[i].x; color*=color_s; #endif color_accum += color; } #ifdef ENABLE_STRENGTH_WEIGHTING color_accum/=color_weight; #endif frag_color = vec4(color_accum,base_color.a); //keep alpha (used for SSAO) } else { frag_color = base_color; } }