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https://github.com/X0nk/Bliss-Shader.git
synced 2025-06-22 08:42:50 +08:00
Screenspace subsurface scattering, and various tweaks
good old SSSSS. tweaked bitmask handling for SSS, is packed in the same buffer as labSSS
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@ -188,12 +188,12 @@ void main() {
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}
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#ifdef LabPBR_subsurface_scattering
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// #ifdef LabPBR_subsurface_scattering
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float SpecularTex = texture2D(colortex8,texcoord).z;
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float LabSSS = clamp((-65.0 + SpecularTex * 255.0) / 190.0 ,0.0,1.0);
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#else
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float LabSSS = 0.0;
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#endif
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// #else
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// float LabSSS = 0.0;
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// #endif
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#ifndef Variable_Penumbra_Shadows
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if (translucent && !hand) minshadowfilt += 25;
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