Welcome to mirror list, hosted at ThFree Co, Russian Federation.

gpu_shader_material_subsurface_scattering.glsl « material « shaders « gpu « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: d0c159cdf37ae09a459df09c578ebd2c93488ca0 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
#ifndef VOLUMETRICS

CLOSURE_EVAL_FUNCTION_DECLARE_1(node_subsurface_scattering, Diffuse)

void node_subsurface_scattering(vec4 color,
                                float scale,
                                vec3 radius,
                                float ior,
                                float anisotropy,
                                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;

  closure_load_sss_data(scale, out_Diffuse_0.radiance, color.rgb, 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