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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* 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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shader node_subsurface_scattering(
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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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2013-08-18 14:15:57 +00:00
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float TextureBlur = 0.0, // XXX use
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string Falloff = "Cubic",
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2013-04-01 20:26:52 +00:00
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normal Normal = N,
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output closure color BSSRDF = 0)
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{
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2013-08-18 20:49:58 +00:00
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if(Falloff == "Gaussian")
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BSSRDF = Color * bssrdf_gaussian(N, Scale * Radius);
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else /* Cubic, hardcoded to compatible closure for now */
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BSSRDF = Color * bssrdf_cubic(N, Scale * Radius);
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2013-04-01 20:26:52 +00:00
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}
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