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Merge pull request #1582 from Azaezel/SubSurf
Reimplements a form of subsurface scattering
This commit is contained in:
commit
ee6d9961e3
10 changed files with 95 additions and 19 deletions
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@ -147,6 +147,17 @@ void main()
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return;
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}
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vec4 colorSample = texture( colorBuffer, uvScene );
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vec3 subsurface = vec3(0.0,0.0,0.0);
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if (getFlag( matInfo.r, 1 ))
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{
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subsurface = colorSample.rgb;
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if (colorSample.r>colorSample.g)
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subsurface = vec3(0.772549, 0.337255, 0.262745);
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else
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subsurface = vec3(0.337255, 0.772549, 0.262745);
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}
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// Sample/unpack the normal/z data
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vec4 prepassSample = prepassUncondition( prePassBuffer, uvScene );
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vec3 normal = prepassSample.rgb;
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@ -258,6 +269,5 @@ void main()
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addToResult = ( 1.0 - shadowed ) * abs(lightMapParams);
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}
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vec4 colorSample = texture( colorBuffer, uvScene );
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OUT_col = AL_DeferredOutput(lightColorOut, colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att);
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OUT_col = AL_DeferredOutput(lightColorOut+subsurface*(1.0-Sat_NL_Att), colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att);
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}
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@ -89,6 +89,17 @@ void main()
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return;
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}
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vec4 colorSample = texture( colorBuffer, uvScene );
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vec3 subsurface = vec3(0.0,0.0,0.0);
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if (getFlag( matInfo.r, 1 ))
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{
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subsurface = colorSample.rgb;
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if (colorSample.r>colorSample.g)
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subsurface = vec3(0.772549, 0.337255, 0.262745);
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else
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subsurface = vec3(0.337255, 0.772549, 0.262745);
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}
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// Sample/unpack the normal/z data
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vec4 prepassSample = prepassUncondition( prePassBuffer, uvScene );
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vec3 normal = prepassSample.rgb;
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@ -195,6 +206,5 @@ void main()
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addToResult = ( 1.0 - shadowed ) * abs(lightMapParams);
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}
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vec4 colorSample = texture( colorBuffer, uvScene );
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OUT_col = AL_DeferredOutput(lightColorOut, colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att);
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OUT_col = AL_DeferredOutput(lightColorOut+subsurface*(1.0-Sat_NL_Att), colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att);
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}
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@ -202,6 +202,17 @@ void main()
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return;
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}
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vec4 colorSample = texture( colorBuffer, uv0 );
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vec3 subsurface = vec3(0.0,0.0,0.0);
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if (getFlag( matInfo.r, 1 ))
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{
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subsurface = colorSample.rgb;
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if (colorSample.r>colorSample.g)
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subsurface = vec3(0.772549, 0.337255, 0.262745);
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else
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subsurface = vec3(0.337255, 0.772549, 0.262745);
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}
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// Sample/unpack the normal/z data
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vec4 prepassSample = prepassUncondition( prePassBuffer, uv0 );
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vec3 normal = prepassSample.rgb;
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@ -312,6 +323,5 @@ void main()
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lightColorOut = debugColor;
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#endif
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vec4 colorSample = texture( colorBuffer, uv0 );
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OUT_col = AL_DeferredOutput(lightColorOut, colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att);
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OUT_col = AL_DeferredOutput(lightColorOut+subsurface*(1.0-Sat_NL_Att), colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att);
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}
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@ -149,6 +149,16 @@ float4 main( ConvexConnectP IN ) : TORQUE_TARGET0
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{
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return float4(0.0, 0.0, 0.0, 0.0);
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}
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float4 colorSample = TORQUE_TEX2D( colorBuffer, uvScene );
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float3 subsurface = float3(0.0,0.0,0.0);
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if (getFlag( matInfo.r, 1 ))
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{
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subsurface = colorSample.rgb;
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if (colorSample.r>colorSample.g)
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subsurface = float3(0.772549, 0.337255, 0.262745);
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else
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subsurface = float3(0.337255, 0.772549, 0.262745);
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}
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// Sample/unpack the normal/z data
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float4 prepassSample = TORQUE_PREPASS_UNCONDITION( prePassBuffer, uvScene );
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@ -263,6 +273,5 @@ float4 main( ConvexConnectP IN ) : TORQUE_TARGET0
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addToResult = ( 1.0 - shadowed ) * abs(lightMapParams);
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}
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float4 colorSample = TORQUE_TEX2D( colorBuffer, uvScene );
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return AL_DeferredOutput(lightColorOut, colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att);
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return AL_DeferredOutput(lightColorOut+subsurface*(1.0-Sat_NL_Att), colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att);
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}
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@ -87,6 +87,17 @@ float4 main( ConvexConnectP IN ) : TORQUE_TARGET0
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return float4(0.0, 0.0, 0.0, 0.0);
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}
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float4 colorSample = TORQUE_TEX2D( colorBuffer, uvScene );
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float3 subsurface = float3(0.0,0.0,0.0);
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if (getFlag( matInfo.r, 1 ))
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{
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subsurface = colorSample.rgb;
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if (colorSample.r>colorSample.g)
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subsurface = float3(0.772549, 0.337255, 0.262745);
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else
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subsurface = float3(0.337255, 0.772549, 0.262745);
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}
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// Sample/unpack the normal/z data
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float4 prepassSample = TORQUE_PREPASS_UNCONDITION( prePassBuffer, uvScene );
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float3 normal = prepassSample.rgb;
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@ -194,6 +205,5 @@ float4 main( ConvexConnectP IN ) : TORQUE_TARGET0
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addToResult = ( 1.0 - shadowed ) * abs(lightMapParams);
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}
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float4 colorSample = TORQUE_TEX2D( colorBuffer, uvScene );
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return AL_DeferredOutput(lightColorOut, colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att);
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return AL_DeferredOutput(lightColorOut+subsurface*(1.0-Sat_NL_Att), colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att);
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}
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@ -202,6 +202,16 @@ float4 main( FarFrustumQuadConnectP IN ) : TORQUE_TARGET0
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return float4(1.0, 1.0, 1.0, 0.0);
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}
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float4 colorSample = TORQUE_TEX2D( colorBuffer, IN.uv0 );
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float3 subsurface = float3(0.0,0.0,0.0);
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if (getFlag( matInfo.r, 1 ))
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{
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subsurface = colorSample.rgb;
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if (colorSample.r>colorSample.g)
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subsurface = float3(0.772549, 0.337255, 0.262745);
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else
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subsurface = float3(0.337255, 0.772549, 0.262745);
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}
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// Sample/unpack the normal/z data
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float4 prepassSample = TORQUE_PREPASS_UNCONDITION( prePassBuffer, IN.uv0 );
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float3 normal = prepassSample.rgb;
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@ -314,6 +324,5 @@ float4 main( FarFrustumQuadConnectP IN ) : TORQUE_TARGET0
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lightColorOut = debugColor;
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#endif
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float4 colorSample = TORQUE_TEX2D( colorBuffer, IN.uv0 );
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return AL_DeferredOutput(lightColorOut, colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att);
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return AL_DeferredOutput(lightColorOut+subsurface*(1.0-Sat_NL_Att), colorSample.rgb, matInfo, addToResult, specular, Sat_NL_Att);
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}
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