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#ifndef VOLUMETRICS
CLOSURE_EVAL_FUNCTION_DECLARE_1(node_subsurface_scattering, Diffuse)
void node_subsurface_scattering(vec4 color,
float scale,
vec3 radius,
float sharpen,
float texture_blur,
vec3 N,
float sss_id,
out Closure result)
{
CLOSURE_VARS_DECLARE_1(Diffuse);
in_Diffuse_0.N = N; /* Normalized during eval. */
in_Diffuse_0.albedo = color.rgb;
CLOSURE_EVAL_FUNCTION_1(node_subsurface_scattering, Diffuse);
result = CLOSURE_DEFAULT;
/* Not perfect for texture_blur values between 0.0 and 1.0.
* Interpolate between separated color and color applied on irradiance. */
float one_minus_texture_blur = 1.0 - texture_blur;
vec3 sss_albedo = color.rgb * texture_blur + one_minus_texture_blur;
vec3 radiance_tint = color.rgb * one_minus_texture_blur + texture_blur;
/* Consider output radiance as irradiance. */
out_Diffuse_0.radiance *= radiance_tint;
closure_load_sss_data(scale, out_Diffuse_0.radiance, sss_albedo, int(sss_id), result);
/* TODO(fclem) Try to not use this. */
closure_load_ssr_data(vec3(0.0), 0.0, in_Diffuse_0.N, -1.0, 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
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