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/* SPDX-License-Identifier: Apache-2.0
 * Copyright 2011-2022 Blender Foundation */

#include "stdcycles.h"

shader node_subsurface_scattering(color Color = 0.8,
                                  float Scale = 1.0,
                                  vector Radius = vector(0.1, 0.1, 0.1),
                                  float IOR = 1.4,
                                  float Anisotropy = 0.0,
                                  string method = "random_walk",
                                  normal Normal = N,
                                  output closure color BSSRDF = 0)
{
  BSSRDF = Color *
           bssrdf(method, Normal, Scale * Radius, Color, "ior", IOR, "anisotropy", Anisotropy);
}