39 GPUTexture *direct_light_tx_;
40 GPUTexture *indirect_light_tx_;
46 int3 setup_dispatch_size_ = {1, 1, 1};
49 PassSimple convolve_ps_ = {
"Subsurface.Convolve"};
57 data_.sample_len = -1;
66 void render(GPUTexture *direct_diffuse_light_tx,
67 GPUTexture *indirect_diffuse_light_tx,
72 void precompute_samples_location();
75 static float burley_sample(
float d,
float x_rand);
77 static float burley_pdf(
float d,
float r);