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/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "stdosl.h"
shader node_subsurface_scattering(
color Color = 0.8,
float Scale = 1.0,
vector Radius = vector(0.1, 0.1, 0.1),
float TextureBlur = 0.0, // XXX use
string Falloff = "Cubic",
normal Normal = N,
output closure color BSSRDF = 0)
{
if(Falloff == "Cubic")
BSSRDF = Color * bssrdf_cubic(N, Scale * Radius);
else if(Falloff == "Gaussian")
BSSRDF = Color * bssrdf_gaussian(N, Scale * Radius);
}
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