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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.glsl23
1 files changed, 4 insertions, 19 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 fc81f3c4674..241228c0d4c 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
@@ -8,33 +8,18 @@ void node_subsurface_scattering(vec4 color,
float sss_id,
out Closure result)
{
-# if defined(USE_SSS)
N = normalize(N);
- vec3 out_diff, out_trans;
+ vec3 out_diff;
vec3 vN = mat3(ViewMatrix) * N;
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, out_diff, out_trans);
+ eevee_closure_subsurface(N, color.rgb, 1.0, scale, true, out_diff);
- vec3 sss_radiance = out_diff + out_trans;
-# ifdef USE_SSS_ALBEDO
/* 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);
- sss_radiance *= mix(vec3(1.0), color.rgb, texture_blur);
-# else
- sss_radiance *= color.rgb;
-# endif
- closure_load_sss_data(scale,
- sss_radiance,
-# ifdef USE_SSS_ALBEDO
- sss_albedo,
-# endif
- int(sss_id),
- result);
-# else
- node_bsdf_diffuse(color, 0.0, N, result);
-# endif
+ out_diff *= mix(vec3(1.0), color.rgb, texture_blur);
+ closure_load_sss_data(scale, out_diff, sss_albedo, int(sss_id), result);
}
#else
/* Stub subsurface scattering because it is not compatible with volumetrics. */