-Fix folow surface in subsurface scattering, closes #10696
-Fixed filter kernels of subsurface scattering so quality settings make more sense
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36e91b07d8
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1 changed files with 57 additions and 56 deletions
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@ -17,36 +17,36 @@ void main() {
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//#define QUALIFIER uniform // some guy on the interweb says it may be faster with this
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//#define QUALIFIER uniform // some guy on the interweb says it may be faster with this
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#define QUALIFIER const
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#define QUALIFIER const
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#ifdef USE_25_SAMPLES
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#ifdef USE_25_SAMPLES
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const int kernel_size=25;
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const int kernel_size=25;
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QUALIFIER vec2 kernel[25] = vec2[] (
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QUALIFIER vec2 kernel[25] = vec2[] (
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vec2(0.099654,0.0),
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vec2(0.530605, 0.0),
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vec2(0.001133,-3.0),
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vec2(0.000973794, -3.0),
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vec2(0.002316,-2.52083),
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vec2(0.00333804, -2.52083),
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vec2(0.00445,-2.08333),
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vec2(0.00500364, -2.08333),
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vec2(0.008033,-1.6875),
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vec2(0.00700976, -1.6875),
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vec2(0.013627,-1.33333),
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vec2(0.0094389, -1.33333),
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vec2(0.021724,-1.02083),
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vec2(0.0128496, -1.02083),
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vec2(0.032542,-0.75),
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vec2(0.017924, -0.75),
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vec2(0.04581,-0.520833),
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vec2(0.0263642, -0.520833),
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vec2(0.0606,-0.333333),
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vec2(0.0410172, -0.333333),
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vec2(0.075333,-0.1875),
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vec2(0.0493588, -0.1875),
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vec2(0.088001,-0.0833333),
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vec2(0.0402784, -0.0833333),
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vec2(0.096603,-0.0208333),
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vec2(0.0211412, -0.0208333),
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vec2(0.096603,0.0208333),
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vec2(0.0211412, 0.0208333),
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vec2(0.088001,0.0833333),
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vec2(0.0402784, 0.0833333),
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vec2(0.075333,0.1875),
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vec2(0.0493588, 0.1875),
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vec2(0.0606,0.333333),
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vec2(0.0410172, 0.333333),
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vec2(0.04581,0.520833),
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vec2(0.0263642, 0.520833),
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vec2(0.032542,0.75),
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vec2(0.017924, 0.75),
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vec2(0.021724,1.02083),
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vec2(0.0128496, 1.02083),
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vec2(0.013627,1.33333),
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vec2(0.0094389, 1.33333),
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vec2(0.008033,1.6875),
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vec2(0.00700976, 1.6875),
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vec2(0.00445,2.08333),
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vec2(0.00500364, 2.08333),
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vec2(0.002316,2.52),
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vec2(0.00333804, 2.52083),
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vec2(0.001133,3.0)
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vec2(0.000973794, 3.0)
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);
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);
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#endif //USE_25_SAMPLES
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#endif //USE_25_SAMPLES
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@ -56,23 +56,23 @@ vec2(0.001133,3.0)
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const int kernel_size=17;
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const int kernel_size=17;
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QUALIFIER vec2 kernel[17] = vec2[](
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QUALIFIER vec2 kernel[17] = vec2[](
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vec2(0.197417,0.0),
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vec2(0.536343, 0.0),
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vec2(0.000078,-2.0),
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vec2(0.00317394, -2.0),
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vec2(0.000489,-1.53125),
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vec2(0.0100386, -1.53125),
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vec2(0.002403,-1.125),
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vec2(0.0144609, -1.125),
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vec2(0.009245,-0.78125),
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vec2(0.0216301, -0.78125),
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vec2(0.027835,-0.5),
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vec2(0.0347317, -0.5),
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vec2(0.065592,-0.28125),
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vec2(0.0571056, -0.28125),
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vec2(0.12098,-0.125),
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vec2(0.0582416, -0.125),
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vec2(0.17467,-0.03125),
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vec2(0.0324462, -0.03125),
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vec2(0.17467,0.03125),
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vec2(0.0324462, 0.03125),
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vec2(0.12098,0.125),
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vec2(0.0582416, 0.125),
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vec2(0.065592,0.28125),
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vec2(0.0571056, 0.28125),
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vec2(0.027835,0.5),
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vec2(0.0347317, 0.5),
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vec2(0.009245,0.78125),
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vec2(0.0216301, 0.78125),
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vec2(0.002403,1.125),
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vec2(0.0144609, 1.125),
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vec2(0.000489,1.53125),
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vec2(0.0100386, 1.53125),
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vec2(0.000078,2.0)
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vec2(0.00317394,2.0)
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);
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);
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#endif //USE_17_SAMPLES
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#endif //USE_17_SAMPLES
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@ -82,23 +82,24 @@ vec2(0.000078,2.0)
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const int kernel_size=11;
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const int kernel_size=11;
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QUALIFIER vec2 kernel[kernel_size] = vec2[](
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QUALIFIER vec4 kernel[11] = vec4[](
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vec2(0.198596,0.0),
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vec4(0.560479, 0.0),
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vec2(0.0093,-2.0),
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vec4(0.00471691, -2.0),
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vec2(0.028002,-1.28),
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vec4(0.0192831, -1.28),
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vec2(0.065984,-0.72),
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vec4(0.03639, -0.72),
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vec2(0.121703,-0.32),
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vec4(0.0821904, -0.32),
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vec2(0.175713,-0.08),
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vec4(0.0771802, -0.08),
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vec2(0.175713,0.08),
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vec4(0.0771802, 0.08),
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vec2(0.121703,0.32),
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vec4(0.0821904, 0.32),
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vec2(0.065984,0.72),
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vec4(0.03639, 0.72),
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vec2(0.028002,1.28),
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vec4(0.0192831, 1.28),
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vec2(0.0093,2.0)
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vec4(0.00471691,2.0)
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);
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);
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#endif //USE_11_SAMPLES
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#endif //USE_11_SAMPLES
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uniform float max_radius;
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uniform float max_radius;
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uniform float camera_z_far;
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uniform float camera_z_far;
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uniform float camera_z_near;
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uniform float camera_z_near;
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@ -155,7 +156,7 @@ void main() {
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float depth_cmp = texture(source_depth, offset).r *2.0 - 1.0;
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float depth_cmp = texture(source_depth, offset).r *2.0 - 1.0;
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depth_cmp = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth_cmp * (camera_z_far - camera_z_near));
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depth_cmp = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth_cmp * (camera_z_far - camera_z_near));
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float s = clamp(300.0f * distance *
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float s = clamp(300.0f * scale *
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max_radius * abs(depth - depth_cmp),0.0,1.0);
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max_radius * abs(depth - depth_cmp),0.0,1.0);
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color = mix(color, base_color.rgb, s);
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color = mix(color, base_color.rgb, s);
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#endif
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#endif
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