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Diffstat (limited to 'source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl')
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl32
1 files changed, 22 insertions, 10 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl
index c13b55513da..5a68f802659 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl
@@ -1,4 +1,7 @@
#ifndef VOLUMETRICS
+
+CLOSURE_EVAL_FUNCTION_DECLARE_1(node_subsurface_scattering, Diffuse)
+
void node_subsurface_scattering(vec4 color,
float scale,
vec3 radius,
@@ -8,20 +11,29 @@ void node_subsurface_scattering(vec4 color,
float sss_id,
out Closure result)
{
- N = normalize(N);
- vec3 out_diff;
- vec3 vN = mat3(ViewMatrix) * N;
+ CLOSURE_VARS_DECLARE_1(Diffuse);
+
+ in_Diffuse_0.N = N; /* Normalized during eval. */
+ in_Diffuse_0.albedo = color.rgb;
+
+ CLOSURE_EVAL_FUNCTION_1(node_subsurface_scattering, Diffuse);
+
result = CLOSURE_DEFAULT;
- closure_load_ssr_data(vec3(0.0), 0.0, N, viewCameraVec, -1, result);
- eevee_closure_subsurface(N, color.rgb, 1.0, scale, true, out_diff);
+ /* Not perfect for texture_blur values between 0.0 and 1.0.
+ * Interpolate between separated color and color applied on irradiance. */
+ float one_minus_texture_blur = 1.0 - texture_blur;
+ vec3 sss_albedo = color.rgb * texture_blur + one_minus_texture_blur;
+ vec3 radiance_tint = color.rgb * one_minus_texture_blur + texture_blur;
+ /* Consider output radiance as irradiance. */
+ out_Diffuse_0.radiance *= radiance_tint;
+
+ closure_load_sss_data(scale, out_Diffuse_0.radiance, sss_albedo, int(sss_id), result);
- /* Not perfect for texture_blur not exactly equal to 0.0 or 1.0. */
- vec3 sss_albedo = mix(color.rgb, vec3(1.0), texture_blur);
- out_diff *= mix(vec3(1.0), color.rgb, texture_blur);
- result.radiance = render_pass_sss_mask(sss_albedo);
- closure_load_sss_data(scale, out_diff, sss_albedo, int(sss_id), result);
+ /* TODO(fclem) Try to not use this. */
+ closure_load_ssr_data(vec3(0.0), 0.0, in_Diffuse_0.N, -1.0, result);
}
+
#else
/* Stub subsurface scattering because it is not compatible with volumetrics. */
# define node_subsurface_scattering(a, b, c, d, e, f, g, h) (h = CLOSURE_DEFAULT)