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#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)
{
# if defined(USE_SSS)
N = normalize(N);
vec3 out_diff, out_trans;
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, out_diff, out_trans);
vec3 sss_radiance = out_diff + out_trans;
# ifdef USE_SSS_ALBEDO
/* 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);
sss_radiance *= mix(vec3(1.0), color.rgb, texture_blur);
# else
sss_radiance *= color.rgb;
# endif
closure_load_sss_data(scale,
sss_radiance,
# ifdef USE_SSS_ALBEDO
sss_albedo,
# endif
int(sss_id),
result);
# else
node_bsdf_diffuse(color, 0.0, N, result);
# endif
}
#else
/* Stub subsurface scattering because it is not compatible with volumetrics. */
# define node_subsurface_scattering
#endif
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