2013-04-01 20:26:52 +00:00
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/*
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2013-08-18 14:16:15 +00:00
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* Copyright 2011-2013 Blender Foundation
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2013-04-01 20:26:52 +00:00
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*
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2013-08-18 14:16:15 +00:00
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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2013-04-01 20:26:52 +00:00
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*
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2013-08-18 14:16:15 +00:00
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* http://www.apache.org/licenses/LICENSE-2.0
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2013-04-01 20:26:52 +00:00
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*
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2013-08-18 14:16:15 +00:00
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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2014-12-25 02:50:24 +01:00
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* limitations under the License.
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2013-04-01 20:26:52 +00:00
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*/
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#include "stdosl.h"
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2019-04-17 06:17:24 +02:00
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shader node_subsurface_scattering(color Color = 0.8,
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float Scale = 1.0,
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vector Radius = vector(0.1, 0.1, 0.1),
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float TextureBlur = 0.0,
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float Sharpness = 0.0,
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string falloff = "cubic",
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normal Normal = N,
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output closure color BSSRDF = 0)
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2013-04-01 20:26:52 +00:00
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{
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2019-04-17 06:17:24 +02:00
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if (falloff == "gaussian")
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BSSRDF = Color *
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bssrdf("gaussian", Normal, Scale * Radius, Color, "texture_blur", TextureBlur);
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else if (falloff == "cubic")
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BSSRDF = Color * bssrdf("cubic",
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Normal,
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Scale * Radius,
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Color,
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"texture_blur",
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TextureBlur,
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"sharpness",
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Sharpness);
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else if (falloff == "burley")
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BSSRDF = Color * bssrdf("burley", Normal, Scale * Radius, Color, "texture_blur", TextureBlur);
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else
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BSSRDF = Color *
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bssrdf("random_walk", Normal, Scale * Radius, Color, "texture_blur", TextureBlur);
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2013-04-01 20:26:52 +00:00
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}
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