subsurface_scattering.glsl 5.3 KB

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  1. #[compute]
  2. #version 450
  3. #VERSION_DEFINES
  4. layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
  5. #ifdef USE_25_SAMPLES
  6. const int kernel_size = 13;
  7. const vec2 kernel[kernel_size] = vec2[](
  8. vec2(0.530605, 0.0),
  9. vec2(0.0211412, 0.0208333),
  10. vec2(0.0402784, 0.0833333),
  11. vec2(0.0493588, 0.1875),
  12. vec2(0.0410172, 0.333333),
  13. vec2(0.0263642, 0.520833),
  14. vec2(0.017924, 0.75),
  15. vec2(0.0128496, 1.02083),
  16. vec2(0.0094389, 1.33333),
  17. vec2(0.00700976, 1.6875),
  18. vec2(0.00500364, 2.08333),
  19. vec2(0.00333804, 2.52083),
  20. vec2(0.000973794, 3.0));
  21. const vec4 skin_kernel[kernel_size] = vec4[](
  22. vec4(0.530605, 0.613514, 0.739601, 0),
  23. vec4(0.0211412, 0.0459286, 0.0378196, 0.0208333),
  24. vec4(0.0402784, 0.0657244, 0.04631, 0.0833333),
  25. vec4(0.0493588, 0.0367726, 0.0219485, 0.1875),
  26. vec4(0.0410172, 0.0199899, 0.0118481, 0.333333),
  27. vec4(0.0263642, 0.0119715, 0.00684598, 0.520833),
  28. vec4(0.017924, 0.00711691, 0.00347194, 0.75),
  29. vec4(0.0128496, 0.00356329, 0.00132016, 1.02083),
  30. vec4(0.0094389, 0.00139119, 0.000416598, 1.33333),
  31. vec4(0.00700976, 0.00049366, 0.000151938, 1.6875),
  32. vec4(0.00500364, 0.00020094, 5.28848e-005, 2.08333),
  33. vec4(0.00333804, 7.85443e-005, 1.2945e-005, 2.52083),
  34. vec4(0.000973794, 1.11862e-005, 9.43437e-007, 3));
  35. #endif //USE_25_SAMPLES
  36. #ifdef USE_17_SAMPLES
  37. const int kernel_size = 9;
  38. const vec2 kernel[kernel_size] = vec2[](
  39. vec2(0.536343, 0.0),
  40. vec2(0.0324462, 0.03125),
  41. vec2(0.0582416, 0.125),
  42. vec2(0.0571056, 0.28125),
  43. vec2(0.0347317, 0.5),
  44. vec2(0.0216301, 0.78125),
  45. vec2(0.0144609, 1.125),
  46. vec2(0.0100386, 1.53125),
  47. vec2(0.00317394, 2.0));
  48. const vec4 skin_kernel[kernel_size] = vec4[](
  49. vec4(0.536343, 0.624624, 0.748867, 0),
  50. vec4(0.0324462, 0.0656718, 0.0532821, 0.03125),
  51. vec4(0.0582416, 0.0659959, 0.0411329, 0.125),
  52. vec4(0.0571056, 0.0287432, 0.0172844, 0.28125),
  53. vec4(0.0347317, 0.0151085, 0.00871983, 0.5),
  54. vec4(0.0216301, 0.00794618, 0.00376991, 0.78125),
  55. vec4(0.0144609, 0.00317269, 0.00106399, 1.125),
  56. vec4(0.0100386, 0.000914679, 0.000275702, 1.53125),
  57. vec4(0.00317394, 0.000134823, 3.77269e-005, 2));
  58. #endif //USE_17_SAMPLES
  59. #ifdef USE_11_SAMPLES
  60. const int kernel_size = 6;
  61. const vec2 kernel[kernel_size] = vec2[](
  62. vec2(0.560479, 0.0),
  63. vec2(0.0771802, 0.08),
  64. vec2(0.0821904, 0.32),
  65. vec2(0.03639, 0.72),
  66. vec2(0.0192831, 1.28),
  67. vec2(0.00471691, 2.0));
  68. const vec4 skin_kernel[kernel_size] = vec4[](
  69. vec4(0.560479, 0.669086, 0.784728, 0),
  70. vec4(0.0771802, 0.113491, 0.0793803, 0.08),
  71. vec4(0.0821904, 0.0358608, 0.0209261, 0.32),
  72. vec4(0.03639, 0.0130999, 0.00643685, 0.72),
  73. vec4(0.0192831, 0.00282018, 0.00084214, 1.28),
  74. vec4(0.00471691, 0.000184771, 5.07565e-005, 2));
  75. #endif //USE_11_SAMPLES
  76. layout(push_constant, std430) uniform Params {
  77. ivec2 screen_size;
  78. float camera_z_far;
  79. float camera_z_near;
  80. bool vertical;
  81. bool orthogonal;
  82. float unit_size;
  83. float scale;
  84. float depth_scale;
  85. uint pad[3];
  86. }
  87. params;
  88. layout(set = 0, binding = 0) uniform sampler2D source_image;
  89. layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
  90. layout(set = 2, binding = 0) uniform sampler2D source_depth;
  91. void do_filter(inout vec3 color_accum, inout vec3 divisor, vec2 uv, vec2 step, bool p_skin) {
  92. // Accumulate the other samples:
  93. for (int i = 1; i < kernel_size; i++) {
  94. // Fetch color and depth for current sample:
  95. vec2 offset = uv + kernel[i].y * step;
  96. vec4 color = texture(source_image, offset);
  97. if (abs(color.a) < 0.001) {
  98. break; //mix no more
  99. }
  100. vec3 w;
  101. if (p_skin) {
  102. //skin
  103. w = skin_kernel[i].rgb;
  104. } else {
  105. w = vec3(kernel[i].x);
  106. }
  107. color_accum += color.rgb * w;
  108. divisor += w;
  109. }
  110. }
  111. void main() {
  112. // Pixel being shaded
  113. ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
  114. if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing
  115. return;
  116. }
  117. vec2 uv = (vec2(ssC) + 0.5) / vec2(params.screen_size);
  118. // Fetch color of current pixel:
  119. vec4 base_color = texture(source_image, uv);
  120. float strength = abs(base_color.a);
  121. if (strength > 0.0) {
  122. vec2 dir = params.vertical ? vec2(0.0, 1.0) : vec2(1.0, 0.0);
  123. // Fetch linear depth of current pixel:
  124. float depth = texture(source_depth, uv).r * 2.0 - 1.0;
  125. float depth_scale;
  126. if (params.orthogonal) {
  127. 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;
  128. depth_scale = params.unit_size; //remember depth is negative by default in OpenGL
  129. } else {
  130. 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));
  131. depth_scale = params.unit_size / depth; //remember depth is negative by default in OpenGL
  132. }
  133. float scale = mix(params.scale, depth_scale, params.depth_scale);
  134. // Calculate the final step to fetch the surrounding pixels:
  135. vec2 step = scale * dir;
  136. step *= strength;
  137. step /= 3.0;
  138. // Accumulate the center sample:
  139. vec3 divisor;
  140. bool skin = bool(base_color.a < 0.0);
  141. if (skin) {
  142. //skin
  143. divisor = skin_kernel[0].rgb;
  144. } else {
  145. divisor = vec3(kernel[0].x);
  146. }
  147. vec3 color = base_color.rgb * divisor;
  148. do_filter(color, divisor, uv, step, skin);
  149. do_filter(color, divisor, uv, -step, skin);
  150. base_color.rgb = color / divisor;
  151. }
  152. imageStore(dest_image, ssC, base_color);
  153. }