29 lines
1.1 KiB
GLSL
29 lines
1.1 KiB
GLSL
#ifndef VOLUMETRICS
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void node_subsurface_scattering(vec4 color,
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float scale,
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vec3 radius,
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float sharpen,
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float texture_blur,
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vec3 N,
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float sss_id,
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out Closure result)
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{
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N = normalize(N);
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vec3 out_diff;
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vec3 vN = mat3(ViewMatrix) * N;
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result = CLOSURE_DEFAULT;
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closure_load_ssr_data(vec3(0.0), 0.0, N, viewCameraVec, -1, result);
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eevee_closure_subsurface(N, color.rgb, 1.0, scale, true, out_diff);
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/* Not perfect for texture_blur not exactly equal to 0.0 or 1.0. */
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vec3 sss_albedo = mix(color.rgb, vec3(1.0), texture_blur);
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out_diff *= mix(vec3(1.0), color.rgb, texture_blur);
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result.radiance = render_pass_sss_mask(sss_albedo);
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closure_load_sss_data(scale, out_diff, sss_albedo, int(sss_id), result);
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}
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#else
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/* Stub subsurface scattering because it is not compatible with volumetrics. */
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# define node_subsurface_scattering(a, b, c, d, e, f, g, h) (h = CLOSURE_DEFAULT)
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#endif
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