2013-04-01 20:26:52 +00:00
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/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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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 14:15:57 +00:00
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if(Falloff == "Cubic")
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BSSRDF = Color * bssrdf_cubic(N, Scale * Radius);
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else if(Falloff == "Gaussian")
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BSSRDF = Color * bssrdf_gaussian(N, Scale * Radius);
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2013-04-01 20:26:52 +00:00
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}
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