#ifndef VOLUMETRICS void node_subsurface_scattering(vec4 color, float scale, vec3 radius, float sharpen, float texture_blur, vec3 N, float sss_id, out Closure result) { N = normalize(N); 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, true, out_diff); /* 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); } #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) #endif