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blender/intern/cycles/kernel/shaders/node_subsurface_scattering.osl
Campbell Barton e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

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2019-04-17 06:21:24 +02:00

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