godot/servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl
Rémi Verschelde 0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00

195 lines
5.3 KiB
GLSL

/* clang-format off */
[compute]
#version 450
VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
/* clang-format on */
#ifdef USE_25_SAMPLES
const int kernel_size = 13;
const vec2 kernel[kernel_size] = vec2[](
vec2(0.530605, 0.0),
vec2(0.0211412, 0.0208333),
vec2(0.0402784, 0.0833333),
vec2(0.0493588, 0.1875),
vec2(0.0410172, 0.333333),
vec2(0.0263642, 0.520833),
vec2(0.017924, 0.75),
vec2(0.0128496, 1.02083),
vec2(0.0094389, 1.33333),
vec2(0.00700976, 1.6875),
vec2(0.00500364, 2.08333),
vec2(0.00333804, 2.52083),
vec2(0.000973794, 3.0));
const vec4 skin_kernel[kernel_size] = vec4[](
vec4(0.530605, 0.613514, 0.739601, 0),
vec4(0.0211412, 0.0459286, 0.0378196, 0.0208333),
vec4(0.0402784, 0.0657244, 0.04631, 0.0833333),
vec4(0.0493588, 0.0367726, 0.0219485, 0.1875),
vec4(0.0410172, 0.0199899, 0.0118481, 0.333333),
vec4(0.0263642, 0.0119715, 0.00684598, 0.520833),
vec4(0.017924, 0.00711691, 0.00347194, 0.75),
vec4(0.0128496, 0.00356329, 0.00132016, 1.02083),
vec4(0.0094389, 0.00139119, 0.000416598, 1.33333),
vec4(0.00700976, 0.00049366, 0.000151938, 1.6875),
vec4(0.00500364, 0.00020094, 5.28848e-005, 2.08333),
vec4(0.00333804, 7.85443e-005, 1.2945e-005, 2.52083),
vec4(0.000973794, 1.11862e-005, 9.43437e-007, 3));
#endif //USE_25_SAMPLES
#ifdef USE_17_SAMPLES
const int kernel_size = 9;
const vec2 kernel[kernel_size] = vec2[](
vec2(0.536343, 0.0),
vec2(0.0324462, 0.03125),
vec2(0.0582416, 0.125),
vec2(0.0571056, 0.28125),
vec2(0.0347317, 0.5),
vec2(0.0216301, 0.78125),
vec2(0.0144609, 1.125),
vec2(0.0100386, 1.53125),
vec2(0.00317394, 2.0));
const vec4 skin_kernel[kernel_size] = vec4[](
vec4(0.536343, 0.624624, 0.748867, 0),
vec4(0.0324462, 0.0656718, 0.0532821, 0.03125),
vec4(0.0582416, 0.0659959, 0.0411329, 0.125),
vec4(0.0571056, 0.0287432, 0.0172844, 0.28125),
vec4(0.0347317, 0.0151085, 0.00871983, 0.5),
vec4(0.0216301, 0.00794618, 0.00376991, 0.78125),
vec4(0.0144609, 0.00317269, 0.00106399, 1.125),
vec4(0.0100386, 0.000914679, 0.000275702, 1.53125),
vec4(0.00317394, 0.000134823, 3.77269e-005, 2));
#endif //USE_17_SAMPLES
#ifdef USE_11_SAMPLES
const int kernel_size = 6;
const vec2 kernel[kernel_size] = vec2[](
vec2(0.560479, 0.0),
vec2(0.0771802, 0.08),
vec2(0.0821904, 0.32),
vec2(0.03639, 0.72),
vec2(0.0192831, 1.28),
vec2(0.00471691, 2.0));
const vec4 skin_kernel[kernel_size] = vec4[](
vec4(0.560479, 0.669086, 0.784728, 0),
vec4(0.0771802, 0.113491, 0.0793803, 0.08),
vec4(0.0821904, 0.0358608, 0.0209261, 0.32),
vec4(0.03639, 0.0130999, 0.00643685, 0.72),
vec4(0.0192831, 0.00282018, 0.00084214, 1.28),
vec4(0.00471691, 0.000184771, 5.07565e-005, 2));
#endif //USE_11_SAMPLES
layout(push_constant, binding = 1, std430) uniform Params {
ivec2 screen_size;
float camera_z_far;
float camera_z_near;
bool vertical;
bool orthogonal;
float unit_size;
float scale;
float depth_scale;
uint pad[3];
}
params;
layout(set = 0, binding = 0) uniform sampler2D source_image;
layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
layout(set = 2, binding = 0) uniform sampler2D source_depth;
void do_filter(inout vec3 color_accum, inout vec3 divisor, vec2 uv, vec2 step, bool p_skin) {
// Accumulate the other samples:
for (int i = 1; i < kernel_size; i++) {
// Fetch color and depth for current sample:
vec2 offset = uv + kernel[i].y * step;
vec4 color = texture(source_image, offset);
if (abs(color.a) < 0.001) {
break; //mix no more
}
vec3 w;
if (p_skin) {
//skin
w = skin_kernel[i].rgb;
} else {
w = vec3(kernel[i].x);
}
color_accum += color.rgb * w;
divisor += w;
}
}
void main() {
// Pixel being shaded
ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing
return;
}
vec2 uv = (vec2(ssC) + 0.5) / vec2(params.screen_size);
// Fetch color of current pixel:
vec4 base_color = texture(source_image, uv);
float strength = abs(base_color.a);
if (strength > 0.0) {
vec2 dir = params.vertical ? vec2(0.0, 1.0) : vec2(1.0, 0.0);
// Fetch linear depth of current pixel:
float depth = texture(source_depth, uv).r * 2.0 - 1.0;
float depth_scale;
if (params.orthogonal) {
depth = ((depth + (params.camera_z_far + params.camera_z_near) / (params.camera_z_far - params.camera_z_near)) * (params.camera_z_far - params.camera_z_near)) / 2.0;
depth_scale = params.unit_size; //remember depth is negative by default in OpenGL
} else {
depth = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - depth * (params.camera_z_far - params.camera_z_near));
depth_scale = params.unit_size / depth; //remember depth is negative by default in OpenGL
}
float scale = mix(params.scale, depth_scale, params.depth_scale);
// Calculate the final step to fetch the surrounding pixels:
vec2 step = scale * dir;
step *= strength;
step /= 3.0;
// Accumulate the center sample:
vec3 divisor;
bool skin = bool(base_color.a < 0.0);
if (skin) {
//skin
divisor = skin_kernel[0].rgb;
} else {
divisor = vec3(kernel[0].x);
}
vec3 color = base_color.rgb * divisor;
do_filter(color, divisor, uv, step, skin);
do_filter(color, divisor, uv, -step, skin);
base_color.rgb = color / divisor;
}
imageStore(dest_image, ssC, base_color);
}