33 float sample_weight_inv = 0.0f;
36 float sample_weight_sum = 0.0f;
38 for (
int i = 0; i < sd->num_closure; i++) {
42 sample_weight_sum += sc->sample_weight;
46 sample_weight_inv = 1.0f / sample_weight_sum;
49 for (
int i = 0; i < sd->num_closure; i++) {
55 float sample_weight = (
all) ? 1.0f : sc->sample_weight * sample_weight_inv;
61 eval_sum += sc->weight * eval;
62 pdf_sum += sample_weight * pdf;
66 return (pdf_sum > 0.0f) ? eval_sum / pdf_sum :
zero_float3();
78 float bssrdf_weight = 0.0f;
79 float weight = sc->sample_weight;
81 for (
int i = 0; i < sd->num_closure; i++) {
85 bssrdf_weight += sc->sample_weight;
88 throughput *= bssrdf_weight / weight;
99 sd->num_closure_left =
kernel_data.integrator.max_closures;
101 #ifdef __PRINCIPLED__
137 if (exponent == 1.0f) {
140 else if (exponent == 0.5f) {
146 color.
x =
powf(color.
x, exponent);
147 color.
y =
powf(color.
y, exponent);
148 color.
z =
powf(color.
z, exponent);
159 float3 out_color = shader_bssrdf_sum(sd,
NULL, &texture_blur);
164 if (bump || texture_blur > 0.0f) {
173 if (texture_blur > 0.0f) {
195 float3 disk_N, disk_T, disk_B;
196 float pick_pdf_N, pick_pdf_T, pick_pdf_B;
207 else if (disk_v < 0.75f) {
214 disk_v = (disk_v - 0.5f) * 4.0f;
223 disk_v = (disk_v - 0.75f) * 4.0f;
228 float disk_height, disk_r;
232 float3 disk_P = (disk_r *
cosf(phi)) * disk_T + (disk_r *
sinf(phi)) * disk_B;
235 #ifdef __SPLIT_KERNEL__
236 Ray ray_object = ss_isect->
ray;
237 Ray *ray = &ray_object;
239 Ray *ray = &ss_isect->
ray;
241 ray->
P = sd->P + disk_N * disk_height + disk_P;
243 ray->
t = 2.0f * disk_height;
246 ray->
time = sd->time;
250 scene_intersect_local(
kg, ray, ss_isect, sd->object, lcg_state,
BSSRDF_MAX_HITS);
253 for (
int hit = 0; hit < num_eval_hits; hit++) {
259 #ifdef __OBJECT_MOTION__
267 hit_P = motion_triangle_refine_local(
kg, sd, &ss_isect->
hits[hit], ray,
verts);
281 float pdf_N = pick_pdf_N *
fabsf(
dot(disk_N, hit_Ng));
282 float pdf_T = pick_pdf_T *
fabsf(
dot(disk_T, hit_Ng));
283 float pdf_B = pick_pdf_B *
fabsf(
dot(disk_B, hit_Ng));
288 float w = pdf_N / (
sqr(pdf_N) +
sqr(pdf_T) +
sqr(pdf_B));
294 float r =
len(hit_P - sd->P);
299 ss_isect->
weight[hit] = eval;
302 #ifdef __SPLIT_KERNEL__
303 ss_isect->
ray = *ray;
306 return num_eval_hits;
309 #if defined(__KERNEL_OPTIX__) && defined(__SHADER_RAYTRACE__)
320 extern "C" __device__
void __direct_callable__subsurface_scatter_multi_setup(
332 #ifdef __SPLIT_KERNEL__
333 Ray ray_object = ss_isect->
ray;
334 Ray *ray = &ray_object;
336 Ray *ray = &ss_isect->
ray;
340 #if defined(__SPLIT_KERNEL__) && defined(__KERNEL_OPENCL_AMD__) && defined(__KERNEL_GPU__)
345 shader_setup_from_subsurface(
kg, sd, &ss_isect->
hits[hit], ray);
367 *
alpha = 1.0f -
expf(
A * (-5.09406f +
A * (2.61188f -
A * 4.31805f)));
368 const float s = 1.9f -
A + 3.5f *
sqr(
A - 0.8f);
370 *sigma_t = 1.0f /
fmaxf(d * s, 1e-16f);
381 float sigma_t_x, sigma_t_y, sigma_t_z;
382 float alpha_x, alpha_y, alpha_z;
388 *sigma_t =
make_float3(sigma_t_x, sigma_t_y, sigma_t_z);
413 return 1.0f / ((
v - cos_theta) * phase_log);
421 return v - (
v + 1) *
expf(-rand * phase_log);
432 float sin_theta =
safe_sqrtf(1.0f - cos_theta * cos_theta);
438 return dir.
x *
T + dir.
y *
B + dir.
z *
D;
450 return hit ?
T : sigma_t *
T;
453 #ifdef __KERNEL_OPTIX__
464 const float bssrdf_u,
465 const float bssrdf_v,
472 if (
dot(-sd->Ng,
D) <= 0.0f) {
493 float phase_log =
logf((diffusion_length + 1) / (diffusion_length - 1));
496 #ifdef __SPLIT_KERNEL__
497 Ray ray_object = ss_isect->
ray;
498 Ray *ray = &ray_object;
500 Ray *ray = &ss_isect->
ray;
505 ray->
time = sd->time;
508 uint prev_rng_offset =
state->rng_offset;
514 bool have_opposite_interface =
false;
515 float opposite_distance = 0.0f;
518 const float guided_fraction = 0.75f;
533 float backward_fraction = 0.0f;
534 float forward_pdf_factor = 0.0f;
535 float forward_stretching = 1.0f;
536 float backward_pdf_factor = 0.0f;
537 float backward_stretching = 1.0f;
548 bool guide_backward =
false;
549 if (have_opposite_interface) {
553 float x =
clamp(
dot(ray->
P - sd->P, -sd->N), 0.0f, opposite_distance);
554 backward_fraction = 1.0f / (1.0f +
expf((opposite_distance - 2 *
x) / diffusion_length));
559 float scatter_u, scatter_v;
566 if (guide_backward) {
567 cos_theta = -cos_theta;
571 cos_theta = 2.0f * scatter_u - 1.0f;
581 forward_pdf_factor = 2.0f *
eval_phase_dwivedi(diffusion_length, phase_log, cos_theta);
582 backward_pdf_factor = 2.0f *
eval_phase_dwivedi(diffusion_length, phase_log, -cos_theta);
587 forward_stretching = (1.0f - cos_theta / diffusion_length);
588 backward_stretching = (1.0f + cos_theta / diffusion_length);
590 sample_sigma_t *= guide_backward ? backward_stretching : forward_stretching;
595 float t = -
logf(1.0f - randt) / sample_sigma_t;
601 ray->
t = (bounce == 0) ?
max(
t, 10.0f / (
min3(sigma_t))) :
t;
602 scene_intersect_local(
kg, ray, ss_isect, sd->object,
NULL, 1);
606 #ifdef __KERNEL_OPTIX__
608 ray->
t = ss_isect->
hits[0].
t;
622 have_opposite_interface =
true;
623 opposite_distance =
dot(ray->
P + ray->
t * ray->
D - sd->P, -sd->N);
634 else if (bounce == 0) {
643 ray->
P +=
t * ray->
D;
651 if (have_opposite_interface) {
656 guided_pdf * forward_pdf_factor, back_pdf * backward_pdf_factor, backward_fraction);
660 guided_pdf *= forward_pdf_factor;
664 pdf =
mix(pdf, guided_pdf, guided_fraction);
670 throughput *= (hit ? transmittance : sigma_s * transmittance) /
dot(channel_pdf, pdf);
687 state->rng_offset = prev_rng_offset;
688 state->rng_hash = prev_rng_hash;
699 #ifdef __SPLIT_KERNEL__
700 ss_isect->
ray = *ray;
typedef float(TangentPoint)[2]
MINLINE float safe_sqrtf(float a)
_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 const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint GLsizei GLsizei GLenum type _GL_VOID_RET _GL_VOID GLsizei GLenum GLenum const void *pixels _GL_VOID_RET _GL_VOID const void *pointer _GL_VOID_RET _GL_VOID GLdouble v _GL_VOID_RET _GL_VOID GLfloat v _GL_VOID_RET _GL_VOID GLint GLint i2 _GL_VOID_RET _GL_VOID GLint j _GL_VOID_RET _GL_VOID GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble GLdouble GLdouble zFar _GL_VOID_RET _GL_UINT GLdouble *equation _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLenum GLfloat *v _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLfloat *values _GL_VOID_RET _GL_VOID GLushort *values _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLenum GLdouble *params _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_BOOL GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLenum GLfloat param _GL_VOID_RET _GL_VOID GLenum GLint param _GL_VOID_RET _GL_VOID GLushort pattern _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint const GLdouble *points _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint GLdouble GLdouble GLint GLint const GLdouble *points _GL_VOID_RET _GL_VOID GLdouble GLdouble u2 _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLdouble GLdouble v2 _GL_VOID_RET _GL_VOID GLenum GLfloat param _GL_VOID_RET _GL_VOID GLenum GLint param _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLdouble GLdouble nz _GL_VOID_RET _GL_VOID GLfloat GLfloat nz _GL_VOID_RET _GL_VOID GLint GLint nz _GL_VOID_RET _GL_VOID GLshort GLshort nz _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_VOID GLsizei const GLfloat *values _GL_VOID_RET _GL_VOID GLsizei const GLushort *values _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID const GLuint const GLclampf *priorities _GL_VOID_RET _GL_VOID GLdouble y _GL_VOID_RET _GL_VOID GLfloat y _GL_VOID_RET _GL_VOID GLint y _GL_VOID_RET _GL_VOID GLshort y _GL_VOID_RET _GL_VOID GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLfloat GLfloat z _GL_VOID_RET _GL_VOID GLint GLint z _GL_VOID_RET _GL_VOID GLshort GLshort z _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble w _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat w _GL_VOID_RET _GL_VOID GLint GLint GLint w _GL_VOID_RET _GL_VOID GLshort GLshort GLshort w _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble y2 _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat y2 _GL_VOID_RET _GL_VOID GLint GLint GLint y2 _GL_VOID_RET _GL_VOID GLshort GLshort GLshort y2 _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLuint *buffer _GL_VOID_RET _GL_VOID GLdouble t _GL_VOID_RET _GL_VOID GLfloat t _GL_VOID_RET _GL_VOID GLint t _GL_VOID_RET _GL_VOID GLshort t _GL_VOID_RET _GL_VOID GLdouble GLdouble r _GL_VOID_RET _GL_VOID GLfloat GLfloat r _GL_VOID_RET _GL_VOID GLint GLint r _GL_VOID_RET _GL_VOID GLshort GLshort r _GL_VOID_RET _GL_VOID GLdouble GLdouble r
_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
_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 const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint GLsizei GLsizei GLenum type _GL_VOID_RET _GL_VOID GLsizei GLenum GLenum const void *pixels _GL_VOID_RET _GL_VOID const void *pointer _GL_VOID_RET _GL_VOID GLdouble v _GL_VOID_RET _GL_VOID GLfloat v _GL_VOID_RET _GL_VOID GLint GLint i2 _GL_VOID_RET _GL_VOID GLint j _GL_VOID_RET _GL_VOID GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble GLdouble GLdouble zFar _GL_VOID_RET _GL_UINT GLdouble *equation _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLenum GLfloat *v _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLfloat *values _GL_VOID_RET _GL_VOID GLushort *values _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLenum GLdouble *params _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_BOOL GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLenum GLfloat param _GL_VOID_RET _GL_VOID GLenum GLint param _GL_VOID_RET _GL_VOID GLushort pattern _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint const GLdouble *points _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint GLdouble GLdouble GLint GLint const GLdouble *points _GL_VOID_RET _GL_VOID GLdouble GLdouble u2 _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLdouble GLdouble v2 _GL_VOID_RET _GL_VOID GLenum GLfloat param _GL_VOID_RET _GL_VOID GLenum GLint param _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLdouble GLdouble nz _GL_VOID_RET _GL_VOID GLfloat GLfloat nz _GL_VOID_RET _GL_VOID GLint GLint nz _GL_VOID_RET _GL_VOID GLshort GLshort nz _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_VOID GLsizei const GLfloat *values _GL_VOID_RET _GL_VOID GLsizei const GLushort *values _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID const GLuint const GLclampf *priorities _GL_VOID_RET _GL_VOID GLdouble y _GL_VOID_RET _GL_VOID GLfloat y _GL_VOID_RET _GL_VOID GLint y _GL_VOID_RET _GL_VOID GLshort y _GL_VOID_RET _GL_VOID GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLfloat GLfloat z _GL_VOID_RET _GL_VOID GLint GLint z _GL_VOID_RET _GL_VOID GLshort GLshort z _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble w _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat w _GL_VOID_RET _GL_VOID GLint GLint GLint w _GL_VOID_RET _GL_VOID GLshort GLshort GLshort w _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble y2 _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat y2 _GL_VOID_RET _GL_VOID GLint GLint GLint y2 _GL_VOID_RET _GL_VOID GLshort GLshort GLshort y2 _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLuint *buffer _GL_VOID_RET _GL_VOID GLdouble t _GL_VOID_RET _GL_VOID GLfloat t _GL_VOID_RET _GL_VOID GLint t _GL_VOID_RET _GL_VOID GLshort t _GL_VOID_RET _GL_VOID GLdouble t
ccl_device_inline ShaderClosure * bsdf_alloc(ShaderData *sd, int size, float3 weight)
ATTR_WARN_UNUSED_RESULT const BMVert * v
ccl_device int bsdf_diffuse_setup(DiffuseBsdf *bsdf)
ccl_device int bsdf_principled_diffuse_setup(PrincipledDiffuseBsdf *bsdf)
ccl_device_forceinline float bssrdf_pdf(const ShaderClosure *sc, float r)
ccl_device_forceinline float3 bssrdf_eval(const ShaderClosure *sc, float r)
ccl_device void bssrdf_sample(const ShaderClosure *sc, float xi, float *r, float *h)
SIMD_FORCE_INLINE const btScalar & w() const
Return the w value.
static CCL_NAMESPACE_BEGIN const double alpha
ccl_device_inline void motion_triangle_vertices(KernelGlobals *kg, int object, int prim, float time, float3 verts[3])
ccl_device_inline void object_inverse_dir_transform(KernelGlobals *kg, const ShaderData *sd, float3 *D)
ccl_device_inline void object_normal_transform(KernelGlobals *kg, const ShaderData *sd, float3 *N)
ccl_device_inline void object_dir_transform(KernelGlobals *kg, const ShaderData *sd, float3 *D)
ccl_device_inline float3 triangle_refine_local(KernelGlobals *kg, ShaderData *sd, const Intersection *isect, const Ray *ray)
ccl_device_inline float3 ray_offset(float3 P, float3 Ng)
#define kernel_assert(cond)
#define kernel_tex_fetch(tex, index)
#define ccl_device_forceinline
#define ccl_device_inline
#define ccl_device_noinline
#define CCL_NAMESPACE_END
#define make_float3(x, y, z)
ccl_device differential3 differential3_zero()
ccl_device_inline uint cmj_hash(uint i, uint p)
ccl_device_inline void sample_cos_hemisphere(const float3 N, float randu, float randv, float3 *omega_in, float *pdf)
ccl_device_inline void path_state_rng_2D(KernelGlobals *kg, const ccl_addr_space PathState *state, int dimension, float *fx, float *fy)
ccl_device_inline float path_state_rng_1D(KernelGlobals *kg, const ccl_addr_space PathState *state, int dimension)
ccl_device void shader_eval_surface(KernelGlobals *kg, ShaderData *sd, ccl_addr_space PathState *state, ccl_global float *buffer, int path_flag)
#define kernel_split_params
ccl_device_inline int subsurface_scatter_multi_intersect(KernelGlobals *kg, LocalIntersection *ss_isect, ShaderData *sd, ccl_addr_space PathState *state, const ShaderClosure *sc, uint *lcg_state, float bssrdf_u, float bssrdf_v, bool all)
ccl_device_forceinline float diffusion_length_dwivedi(float alpha)
ccl_device_noinline void subsurface_scatter_multi_setup(KernelGlobals *kg, LocalIntersection *ss_isect, int hit, ShaderData *sd, ccl_addr_space PathState *state, ClosureType type, float roughness)
ccl_device_inline float3 subsurface_scatter_walk_eval(ShaderData *sd, const ShaderClosure *sc, float3 throughput, bool all)
ccl_device_forceinline float3 direction_from_cosine(float3 D, float cos_theta, float randv)
CCL_NAMESPACE_BEGIN ccl_device_inline float3 subsurface_scatter_eval(ShaderData *sd, const ShaderClosure *sc, float disk_r, float r, bool all)
ccl_device_forceinline float sample_phase_dwivedi(float v, float phase_log, float rand)
ccl_device void subsurface_random_walk_coefficients(const ShaderClosure *sc, float3 *sigma_t, float3 *alpha, float3 *weight)
ccl_device_noinline bool subsurface_random_walk(KernelGlobals *kg, LocalIntersection *ss_isect, ShaderData *sd, ccl_addr_space PathState *state, const ShaderClosure *sc, const float bssrdf_u, const float bssrdf_v, bool all)
ccl_device_forceinline float3 subsurface_random_walk_pdf(float3 sigma_t, float t, bool hit, float3 *transmittance)
ccl_device void subsurface_scatter_setup_diffuse_bsdf(KernelGlobals *kg, ShaderData *sd, ClosureType type, float roughness, float3 weight, float3 N)
ccl_device float3 subsurface_color_pow(float3 color, float exponent)
ccl_device void subsurface_random_walk_remap(const float A, const float d, float *sigma_t, float *alpha)
ccl_device_forceinline float eval_phase_dwivedi(float v, float phase_log, float cos_theta)
ccl_device_inline int subsurface_scatter_disk(KernelGlobals *kg, LocalIntersection *ss_isect, ShaderData *sd, const ShaderClosure *sc, uint *lcg_state, float disk_u, float disk_v, bool all)
ccl_device void subsurface_color_bump_blur(KernelGlobals *kg, ShaderData *sd, ccl_addr_space PathState *state, float3 *eval, float3 *N)
@ PRIMITIVE_MOTION_TRIANGLE
#define BSSRDF_MAX_BOUNCES
#define VOLUME_THROUGHPUT_EPSILON
ccl_device float3 volume_color_transmittance(float3 sigma, float t)
ccl_device int kernel_volume_sample_channel(float3 albedo, float3 throughput, float rand, float3 *pdf)
ccl_device float kernel_volume_channel_get(float3 value, int channel)
static const pxr::TfToken roughness("roughness", pxr::TfToken::Immortal)
closure color bssrdf(string method, normal N, vector radius, color albedo) BUILTIN
struct Intersection hits[LOCAL_MAX_HITS]
float3 weight[LOCAL_MAX_HITS]
float3 Ng[LOCAL_MAX_HITS]
#define CLOSURE_IS_BSDF_BSSRDF(type)
@ CLOSURE_BSDF_BSSRDF_PRINCIPLED_ID
@ CLOSURE_BSSRDF_PRINCIPLED_ID
@ CLOSURE_BSSRDF_PRINCIPLED_RANDOM_WALK_ID
#define CLOSURE_IS_BSSRDF(type)
#define CLOSURE_IS_DISK_BSSRDF(type)
__forceinline bool all(const avxb &b)
ccl_device_inline void make_orthonormals(const float3 N, float3 *a, float3 *b)
ccl_device_inline float sqr(float a)
ccl_device_inline float3 safe_divide_color(float3 a, float3 b)
ccl_device_inline bool isfinite_safe(float f)
ccl_device_inline int clamp(int a, int mn, int mx)
ccl_device_inline float2 normalize(const float2 &a)
ccl_device_inline float dot(const float2 &a, const float2 &b)
ccl_device_inline float3 one_float3()
ccl_device_inline float min3(float3 a)
ccl_device_inline float3 zero_float3()
ccl_device_inline float max3(float3 a)
BLI_INLINE float D(const float *data, const int res[3], int x, int y, int z)