33 #include <OSL/genclosure.h>
67 params.texture_blur = 0.0f;
120 static ClosureParam
params[] = {
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum type
ccl_device int bssrdf_setup(ShaderData *sd, Bssrdf *bssrdf, ClosureType type)
ccl_device_inline Bssrdf * bssrdf_alloc(ShaderData *sd, float3 weight)
void alloc(ShaderData *sd, int path_flag, float3 weight, ClosureType type)
void setup(ShaderData *sd, int path_flag, float3 weight)
#define CCL_NAMESPACE_END
#define make_float3(x, y, z)
@ PATH_RAY_DIFFUSE_ANCESTOR
static ustring u_burley("burley")
static ustring u_cubic("cubic")
static ustring u_principled("principled")
static ustring u_principled_random_walk("principled_random_walk")
ClosureParam * closure_bssrdf_params()
static ustring u_random_walk("random_walk")
static ustring u_gaussian("gaussian")
void closure_bssrdf_prepare(OSL::RendererServices *, int id, void *data)
#define CLOSURE_FLOAT3_PARAM(st, fld)
#define CCLOSURE_PREPARE(name, classname)
closure color bssrdf(string method, normal N, vector radius, color albedo) BUILTIN
@ CLOSURE_BSSRDF_CUBIC_ID
@ CLOSURE_BSSRDF_GAUSSIAN_ID
@ CLOSURE_BSSRDF_BURLEY_ID
@ CLOSURE_BSSRDF_RANDOM_WALK_ID
@ CLOSURE_BSSRDF_PRINCIPLED_ID
@ CLOSURE_BSSRDF_PRINCIPLED_RANDOM_WALK_ID