blender/intern/cycles/kernel/shaders/node_subsurface_scattering.osl
Campbell Barton 8fd52b3433 style cleanup
2013-10-10 17:28:01 +00:00

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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(N, Scale * Radius, TextureBlur);
else
BSSRDF = Color * bssrdf_cubic(N, Scale * Radius, TextureBlur, Sharpness);
}