diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:17:24 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:21:24 +0300 |
commit | e12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch) | |
tree | 8cf3453d12edb177a218ef8009357518ec6cab6a /source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl | |
parent | b3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (diff) |
ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl | 112 |
1 files changed, 57 insertions, 55 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl index 5ecf6323255..4260c601543 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl @@ -2,10 +2,11 @@ /* Based on Separable SSS. by Jorge Jimenez and Diego Gutierrez */ #define MAX_SSS_SAMPLES 65 -layout(std140) uniform sssProfile { - vec4 kernel[MAX_SSS_SAMPLES]; - vec4 radii_max_radius; - int sss_samples; +layout(std140) uniform sssProfile +{ + vec4 kernel[MAX_SSS_SAMPLES]; + vec4 radii_max_radius; + int sss_samples; }; uniform sampler2D depthBuffer; @@ -13,9 +14,9 @@ uniform sampler2D sssData; uniform sampler2D sssAlbedo; #ifndef UTIL_TEX -#define UTIL_TEX +# define UTIL_TEX uniform sampler2DArray utilTex; -#define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0) +# define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0) #endif /* UTIL_TEX */ layout(location = 0) out vec4 FragColor; @@ -25,75 +26,76 @@ layout(location = 1) out vec4 sssColor; float get_view_z_from_depth(float depth) { - if (ProjectionMatrix[3][3] == 0.0) { - float d = 2.0 * depth - 1.0; - return -ProjectionMatrix[3][2] / (d + ProjectionMatrix[2][2]); - } - else { - return viewVecs[0].z + depth * viewVecs[1].z; - } + if (ProjectionMatrix[3][3] == 0.0) { + float d = 2.0 * depth - 1.0; + return -ProjectionMatrix[3][2] / (d + ProjectionMatrix[2][2]); + } + else { + return viewVecs[0].z + depth * viewVecs[1].z; + } } #define LUT_SIZE 64 -#define M_PI_2 1.5707963267948966 /* pi/2 */ -#define M_2PI 6.2831853071795865 /* 2*pi */ +#define M_PI_2 1.5707963267948966 /* pi/2 */ +#define M_2PI 6.2831853071795865 /* 2*pi */ void main(void) { - vec2 pixel_size = 1.0 / vec2(textureSize(depthBuffer, 0).xy); /* TODO precompute */ - vec2 uvs = gl_FragCoord.xy * pixel_size; - vec4 sss_data = texture(sssData, uvs).rgba; - float depth_view = get_view_z_from_depth(texture(depthBuffer, uvs).r); + vec2 pixel_size = 1.0 / vec2(textureSize(depthBuffer, 0).xy); /* TODO precompute */ + vec2 uvs = gl_FragCoord.xy * pixel_size; + vec4 sss_data = texture(sssData, uvs).rgba; + float depth_view = get_view_z_from_depth(texture(depthBuffer, uvs).r); - float rand = texelfetch_noise_tex(gl_FragCoord.xy).r; + float rand = texelfetch_noise_tex(gl_FragCoord.xy).r; #ifdef FIRST_PASS - float angle = M_2PI * rand + M_PI_2; - vec2 dir = vec2(1.0, 0.0); + float angle = M_2PI * rand + M_PI_2; + vec2 dir = vec2(1.0, 0.0); #else /* SECOND_PASS */ - float angle = M_2PI * rand; - vec2 dir = vec2(0.0, 1.0); + float angle = M_2PI * rand; + vec2 dir = vec2(0.0, 1.0); #endif - vec2 dir_rand = vec2(cos(angle), sin(angle)); + vec2 dir_rand = vec2(cos(angle), sin(angle)); - /* Compute kernel bounds in 2D. */ - float homcoord = ProjectionMatrix[2][3] * depth_view + ProjectionMatrix[3][3]; - vec2 scale = vec2(ProjectionMatrix[0][0], ProjectionMatrix[1][1]) * sss_data.aa / homcoord; - vec2 finalStep = scale * radii_max_radius.w; - finalStep *= 0.5; /* samples range -1..1 */ + /* Compute kernel bounds in 2D. */ + float homcoord = ProjectionMatrix[2][3] * depth_view + ProjectionMatrix[3][3]; + vec2 scale = vec2(ProjectionMatrix[0][0], ProjectionMatrix[1][1]) * sss_data.aa / homcoord; + vec2 finalStep = scale * radii_max_radius.w; + finalStep *= 0.5; /* samples range -1..1 */ - /* Center sample */ - vec3 accum = sss_data.rgb * kernel[0].rgb; + /* Center sample */ + vec3 accum = sss_data.rgb * kernel[0].rgb; - for (int i = 1; i < sss_samples && i < MAX_SSS_SAMPLES; i++) { - vec2 sample_uv = uvs + kernel[i].a * finalStep * ((abs(kernel[i].a) > sssJitterThreshold) ? dir : dir_rand); - vec3 color = texture(sssData, sample_uv).rgb; - float sample_depth = texture(depthBuffer, sample_uv).r; - sample_depth = get_view_z_from_depth(sample_depth); + for (int i = 1; i < sss_samples && i < MAX_SSS_SAMPLES; i++) { + vec2 sample_uv = uvs + kernel[i].a * finalStep * + ((abs(kernel[i].a) > sssJitterThreshold) ? dir : dir_rand); + vec3 color = texture(sssData, sample_uv).rgb; + float sample_depth = texture(depthBuffer, sample_uv).r; + sample_depth = get_view_z_from_depth(sample_depth); - /* Depth correction factor. */ - float depth_delta = depth_view - sample_depth; - float s = clamp(1.0 - exp(-(depth_delta * depth_delta) / (2.0 * sss_data.a)), 0.0, 1.0); + /* Depth correction factor. */ + float depth_delta = depth_view - sample_depth; + float s = clamp(1.0 - exp(-(depth_delta * depth_delta) / (2.0 * sss_data.a)), 0.0, 1.0); - /* Out of view samples. */ - if (any(lessThan(sample_uv, vec2(0.0))) || any(greaterThan(sample_uv, vec2(1.0)))) { - s = 1.0; - } + /* Out of view samples. */ + if (any(lessThan(sample_uv, vec2(0.0))) || any(greaterThan(sample_uv, vec2(1.0)))) { + s = 1.0; + } - accum += kernel[i].rgb * mix(color, sss_data.rgb, s); - } + accum += kernel[i].rgb * mix(color, sss_data.rgb, s); + } #ifdef FIRST_PASS - FragColor = vec4(accum, sss_data.a); + FragColor = vec4(accum, sss_data.a); #else /* SECOND_PASS */ -# ifdef USE_SEP_ALBEDO -# ifdef RESULT_ACCUM - FragColor = vec4(accum, 1.0); - sssColor = texture(sssAlbedo, uvs); +# ifdef USE_SEP_ALBEDO +# ifdef RESULT_ACCUM + FragColor = vec4(accum, 1.0); + sssColor = texture(sssAlbedo, uvs); +# else + FragColor = vec4(accum * texture(sssAlbedo, uvs).rgb, 1.0); +# endif # else - FragColor = vec4(accum * texture(sssAlbedo, uvs).rgb, 1.0); + FragColor = vec4(accum, 1.0); # endif -# else - FragColor = vec4(accum, 1.0); -# endif #endif } |