<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // // Created by Sam Gateau on 6/8/16. // Copyright 2016 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // <@include SubsurfaceScattering.slh@> <$declareSubsurfaceScatteringProfileSource()$> <$declareSubsurfaceScatteringIntegrate(2000)$> in vec2 varTexCoord0; out vec4 outFragColor; void main(void) { // Lookup by: x: NDotL y: 1 / r //float y = 2.0 * 1.0 / ((j + 1.0) / (double)height); //float x = ((i / (double)width) * 2.0) - 1.0; outFragColor = vec4(integrate(varTexCoord0.x * 2.0 - 1.0, 2.0 / varTexCoord0.y), 1.0); }